Log In
Name:
Pass:
Online Members (0)
No members are currently online.
Current Interguild Time:
Wed May 8 2024 10:34 pm
Member Chat Box  [click here to enlarge]
Recent Posts and Comments
« Forum Index < The Aeon Development Board
«Previous | 1, 2, 3, 4, 5, 6 | Next»

Livio
[?] Karma: 0 | Quote - Link
Tuesday, August 25 2009, 10:52 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
or what about this:
indestructable: black
unbreakble: grey
breakable: brown
fragile: moldy?
flaming: TOTALLY ON FIRE

I dunno, about the "wobbly" style. So much of the style of the game is in that old harsh-pixel style.
and we doing a fire class, shos. Because I say so
krotomo
[?] Karma: 0 | Quote - Link
Tuesday, August 25 2009, 10:57 pm EST
The Shepherd

Age: 23
Karma: 249
Posts: 4066
Gender: Male
Location: My chair
pm | email
OH! CAN I MAKE THE FLAMING CRATES?
Livio
[?] Karma: 0 | Quote - Link
Tuesday, August 25 2009, 10:57 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
they'll have to animate

and look good.
krotomo
[?] Karma: 0 | Quote - Link
Tuesday, August 25 2009, 10:59 pm EST
The Shepherd

Age: 23
Karma: 249
Posts: 4066
Gender: Male
Location: My chair
pm | email
I THINK WE WILL ONLY NEED 3 FRAMES FOR THE FLAMING CRATES
Livio
[?] Karma: 0 | Quote - Link
Tuesday, August 25 2009, 11:02 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
somewhere around that, but it depends on how fluid we want it to animate.
krotomo
[?] Karma: 0 | Quote - Link
Tuesday, August 25 2009, 11:05 pm EST
The Shepherd

Age: 23
Karma: 249
Posts: 4066
Gender: Male
Location: My chair
pm | email
ALL WE NEED TO DO IS MAKE THE FLAMES IN ONE PLACE, THEN ANOTHER, AND THEN ANOTHER AND IT JUST REPEATS ITSELF
Yaya
[?] Karma: 0 | Quote - Link
Tuesday, August 25 2009, 11:07 pm EST

Age: 29
Karma: 747
Posts: 5367
Location: Ohio (US)
pm | email
Nevermind.



COMING SOON: A giant meteor. Please.
Give me +karma. Give me +karma.
krotomo
[?] Karma: -1 | Quote - Link
Tuesday, August 25 2009, 11:08 pm EST
The Shepherd

Age: 23
Karma: 249
Posts: 4066
Gender: Male
Location: My chair
pm | email
BECAUSE SOME PERSON TOOK MY CAPS LOCK BUTTON WHEN IT WAS ON
shos
[?] Karma: 0 | Quote - Link
Wednesday, August 26 2009, 12:11 am EST
~Jack of all trades~

Age: 31
Karma: 389
Posts: 8273
Gender: Male
Location: Israel
pm | email
then use 'shift'.
and obviously it repeats itself, but three frames is way too little, we want the quality to be good; i suggest 8 at least. it'll take some work.


jellsprout
[?] Karma: 0 | Quote - Link
Wednesday, August 26 2009, 3:15 am EST
Lord of Sprout Tower

Karma: -2147482799
Posts: 6445
Gender: Male
pm | email
We should go with at least 8,000 frames.
3 is good. Hannah's running animation is 4 frames of which 1 is the falling animation. Did any of you ever notice that?


Spoiler:
shos
[?] Karma: 0 | Quote - Link
Wednesday, August 26 2009, 6:22 am EST
~Jack of all trades~

Age: 31
Karma: 389
Posts: 8273
Gender: Male
Location: Israel
pm | email
3? come on jell 3 is noticeable. you really wanna have a quality like hannah? =\


jellsprout
[?] Karma: 0 | Quote - Link
Wednesday, August 26 2009, 6:37 am EST
Lord of Sprout Tower

Karma: -2147482799
Posts: 6445
Gender: Male
pm | email
For something as simple as flames, I don't really mind.
But that is something Accel could probably do best as it would require transparancy and I have no idea how to include something like that in Actionscript.

I'll add the flaming class to the first page. Any other ideas? And what exactly should cause fragile crates to break and how should the objects breaking it react?


Spoiler:
canadianstickdeath
[?] Karma: 0 | Quote - Link
Wednesday, August 26 2009, 7:03 am EST

Age: 35
Karma: 350
Posts: 2990
Gender: Male
pm | email
The fragile class, I imagine, would be broken by almost any and all contact. This would include, the characters, the enemies, landing, being landed on, hitting the surface of water, or maybe even contact with a water stream. Objects that break it should probably remain unphased. This would include no knockback for characters and enemies, flying arrow and dynamite passing right through, and falling objects basically passing through them without slowing.

And just because it's a flaming class doesn't necessarily mean it's on fire. The general idea is that it behaves the same as it normally would, except it kills characters should they touch it. The "spiked boulder" mentioned earlier, though not on fire, would probably be a member of this class.
jellsprout
[?] Karma: 0 | Quote - Link
Wednesday, August 26 2009, 7:43 am EST
Lord of Sprout Tower

Karma: -2147482799
Posts: 6445
Gender: Male
pm | email
I'll change the name to lethal.
And fragile breaking upon falling? I personally prefer it if it only breaks when falling on spikes.


Spoiler:
shos
[?] Karma: 0 | Quote - Link
Wednesday, August 26 2009, 8:07 am EST
~Jack of all trades~

Age: 31
Karma: 389
Posts: 8273
Gender: Male
Location: Israel
pm | email
how bout baloons? anything can break those. but...if missiles hit them, the missile goes boom? =\

how bout baloons full of water? =D


krotomo
[?] Karma: 0 | Quote - Link
Wednesday, August 26 2009, 8:43 am EST
The Shepherd

Age: 23
Karma: 249
Posts: 4066
Gender: Male
Location: My chair
pm | email
what if a missle hits a missle?
Ckjr
[?] Karma: 0 | Quote - Link
Wednesday, August 26 2009, 8:49 am EST

Age: 30
Karma: 28
Posts: 1324
Gender: Male
pm | email
I guess the game wouldn't be that complicated.
shos
[?] Karma: 0 | Quote - Link
Wednesday, August 26 2009, 8:49 am EST
~Jack of all trades~

Age: 31
Karma: 389
Posts: 8273
Gender: Male
Location: Israel
pm | email
oo, we need to think about this one too :O that's a tough issue..


jellsprout
[?] Karma: 0 | Quote - Link
Wednesday, August 26 2009, 8:57 am EST
Lord of Sprout Tower

Karma: -2147482799
Posts: 6445
Gender: Male
pm | email
That's another discussion. We will discuss it when time is due.


Spoiler:
Livio
[?] Karma: 0 | Quote - Link
Wednesday, August 26 2009, 8:36 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
maybe only steel missiles and up collide, while any class weaker than that don't. but of course, you could just set an option to turn that off (b/c you'll probably be able to set any option you can think of in the level editor)

as for the transparency-involving animations, we don't need actionscript for that. it can be just another frame.

We should make a generic fire animation which we can then place over any tile so that it becomes a flaming tile. and maybe some random flames overlapping the "face" of the tile too.
canadianstickdeath
[?] Karma: 0 | Quote - Link
Thursday, August 27 2009, 2:18 am EST

Age: 35
Karma: 350
Posts: 2990
Gender: Male
pm | email
There's a problem with the lethal class, and it's that there's no reason that metal, fragile, and indestructible can't be on fire (wooden would behave the same as metal, because you can't touch it). I'm not saying that we should or shouldn't have all three, I'm just saying that the properties do not need to be mutually exclusive.

And balloon class? Lol, like, the same as metal, except that the gravity is upward? Isn't that a little too faerie caves?
Livio
[?] Karma: 0 | Quote - Link
Friday, August 28 2009, 12:23 am EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
Then the lethal class could be a sub-class. that way you can add it to other stuff.
jellsprout
[?] Karma: +1 | Quote - Link
Friday, August 28 2009, 6:46 am EST
Lord of Sprout Tower

Karma: -2147482799
Posts: 6445
Gender: Male
pm | email
So we are going to add sub-classes too now? In that case, I suggest floating crates, weightless crates and flying crates.
Floating crates float in water, but act the exact same as regular crates in air.
Weightless crates won't fall down, even if a crate below it is destroyed or if a crate falls ontop of it.
Flying crates act the exact same as regular crates, except they fall up. Like balloons in Ice Caves (this was the original damnit, not those bloody Faerie Caves). If a regular crate and a flying crate are touching, they won't fall. Even if there are 5 regular crates and 1 flying crate, they won't move.

Perhaps it might even be a good idea to simply use weights as a seperate sub-class.
My suggestion for making each of these distinguishable from eachother, is by making the breakability of each crate colour coded (white for fragile, brown for breakable, etc.) and making weight material coded. Like metal for regular crates, wood for floating crates, concrete or stone for weightless and balloons for flying.


Spoiler:
shos
[?] Karma: 0 | Quote - Link
Friday, August 28 2009, 7:24 am EST
~Jack of all trades~

Age: 31
Karma: 389
Posts: 8273
Gender: Male
Location: Israel
pm | email
aaah! flying crates? didn't we agree about not making any anti-gravity zones?...

and weightless crates...NEUTRAL


krotomo
[?] Karma: 0 | Quote - Link
Friday, August 28 2009, 9:06 am EST
The Shepherd

Age: 23
Karma: 249
Posts: 4066
Gender: Male
Location: My chair
pm | email
I really think that would make the game too complicated and confusing. Many levels would be cheatable, and even worse, do you realize how high the chances would be for a catastrophic glitch if we did that? I'm sorry, but I just don't approve flying crates

« Forum Index < The Aeon Development Board
«Previous | 1, 2, 3, 4, 5, 6 | Next»

In order to post in the forums, you must be logged into your account.
Click here to login.

© 2024 The Interguild | About & Links | Contact: livio@interguild.org
All games copyrighted to their respective owners.