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Author Topic: Project Duel-ity: Sub-Terra v.01 and Fragments v.05  (Read 2428 times)
Dusty
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« Reply #30 on: December 29, 2011, 07:51:28 pm »

Hm.
I don't exactly like the way Fragments is going.
I'm probably going to make it more zelda, less minecraft.
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Dusty
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« Reply #31 on: December 30, 2011, 02:12:26 am »

Damnit damnit damnit.
Why do I have such problems drawing a side-view of a player in a top-town setting?
Hnnng.

New player, and for that matter, everything, sprites so far:
« Last Edit: December 30, 2011, 02:15:20 am by BluDragon » Logged


MTK5012
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« Reply #32 on: December 30, 2011, 03:31:31 am »

look like nude zombies
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Dusty
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« Reply #33 on: December 30, 2011, 03:46:17 am »

Well, you're going to have a bit of control of how your player looks.
Think of the elder scrolls, or wow, or something like that.
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Dusty
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« Reply #34 on: January 04, 2012, 08:20:41 pm »

So, I haven't forgot about this, oh no. in fact i may have figured out how to make the transitions for sub-terra! How would you guys feel about custom campaigns too, if they aren't too much of a pain for me to get working.
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Dusty
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« Reply #35 on: January 05, 2012, 01:38:28 am »

So, my original idea for the transitions didn't work (.ini file associated with each map), but then I realized I'd derped and could just encode the transitions into the level file itself.
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MTK5012
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« Reply #36 on: January 05, 2012, 02:29:08 am »

Ok
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Nukleus
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« Reply #37 on: January 05, 2012, 03:01:23 am »

As much as these double and triple posts make you seem lonely, I am actually watching for updates haha
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Dusty
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« Reply #38 on: January 05, 2012, 09:22:03 am »

I hope that there are people waiting, which is why I keep posting rather than editing.
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Dusty
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« Reply #39 on: January 10, 2012, 07:53:37 pm »

Came up with 5 enemy designs earlier today. Ticks, which are skittering exploding assholes, corpse worms make a return, though likely as turrets due to the lack of multidirectional aiming, Iron-Jaws, who are blind 'dogs' made of metal, some plant thing which will likely spew acid at you, and a mutated pill bug who behaves more like sonic than anything else. you'll get an achievement for causing a Iron-Jaw to clamp down on one of the pill bugs.
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Dusty
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« Reply #40 on: January 16, 2012, 07:33:02 pm »

So, I've been thinking about fragments and, Iunno. See the nice thing about this dual project thing is that if I get bored of working on one, I can work on the other. Sub-Terra is a little harder to work on, but hey it's chugging along. However fragments has been increasing harder to work on, to the point where I just don't want to any more. It's not like I didn't have fun with it, it's just the rewriting and respriting of an entire engine when I have a perfectly-good-but-not-what-I'm-looking-for one bores me.
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Dusty
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« Reply #41 on: January 16, 2012, 07:50:27 pm »

Derp, forgot the about the second part of the post. fragments did teach me the beginnings of tile-based collision, which is, as far as I've seen, a requirement for working outside of gmk. So, here's my idea: I'll let you guys pick what will take the place of Fragments. Your options are: 1) Don't stop working on Fragments, 2) A new version of Blank, using a 2.5D viewpoint (Go look at my art thread for screenshots of what was going to be my Garrison Dare for what I'm babbling about) For this option, I'm going to try developing it in python. And finally 3) Something you guys want, open source, made in either gmk or python.
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Dusty
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« Reply #42 on: January 20, 2012, 06:33:43 pm »

So, I looked up a pygame tutorial on how to draw sprites. Couldn't get into it though (due to it being 15 minutes after midnight), but it looks like it'll teach me how to rotate and flip sprites. Nifty!
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MTK5012
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« Reply #43 on: January 20, 2012, 08:14:46 pm »

cool,you switch to pygame now huh?
that's good Woot
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Pyrodeus
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« Reply #44 on: January 20, 2012, 11:41:27 pm »

Hey, these games are great, but with sub-terra, the jumping is quite off.
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