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#46
Picking up a pow block is useful if you ever plan on adding multiplayer, because this way youll hog it to yourself and have total control over its use. The downside is a single use of the block.

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#47
I think I recall doing this from playing the remake of Mario Bros. on the Advanced series, Gors, but isn't it possible to bash the POW Block a bit to get some additional uses and then pick it up?
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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#48
nah once it hits the floor, poof it's gone

edit: now in the SMB2 USA game aka SMA1, the pow block bounced 2-3 times causing the multiple uses to be used at once, but that's a separate game altogether.
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#49
(08-25-2014, 01:36 AM)Gors Wrote: Picking up a pow block is useful if you ever plan on adding multiplayer, because this way youll hog it to yourself and have total control over its use. The downside is a single use of the block.
Oh, we're definitely planning on incorporating multiplayer.

(08-25-2014, 06:22 AM)E-Man Wrote: I think I recall doing this from playing the remake of Mario Bros. on the Advanced series, Gors, but isn't it possible to bash the POW Block a bit to get some additional uses and then pick it up?
Yeah, it is.
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#50
[Image: strawberrySodaLava.gif]

Beware the delicious strawberry soda lava.
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#51
The magma moves like it does in Minecraft. Was that intentional?
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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#52
Yep, magma is an insta-kill entity and I want the player to have time to react to it. There will also be pools of water in the game as well with the same behavior but a much faster movement speed.
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#53
When a new branch of lava breaks off (for example when you make a hole in the ground while it's moving horizontally), all branches still continue moving at the same speed. Logically, the speed would be split (or actually, a hole in the ground between the source and the end of a branch would stop that branch from flowing and just make a new one).
I'm not sure if I'm explaining that correctly, but do you get what I mean? Is this intentional or haven't you gotten a chance to account for this yet?

In any case it looks nice Smile
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#54
It's pretty much minecraft magma, it will keep flowing until you cut off the source block, but when I think about it maybe I will have it cut off a branch if you dig a hole in a horizontal branch higher up the chain. Could come up with interesting scenarios for how people deal with the magma.


**EDIT

Took into account puggsoy's suggestion and tweaked the magma flow
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#55
Product Review: AutoTileGen

So, yeah, I was extremely disappointed when I found out I just paid 25$ for an imaging program that can't even copy and paste image pieces. It's really frustrating that I have to save every individual tile as a separate image just to import them. I thought this app was meant to save time?

The interface is really cluttered. Why aren't there any dedicated windows for the different functions? One for the tile editor, one for the sheet, and one for the preview. Take a look at programs like the GIMP and Paint.NET, for instance. Another problem with the UI is some of the buttons are too large, and I almost wonder if that, in conjunction with all being kept on a single page/window, is the reason why essential features seem to be missing.

Exporting with slopes is nice, but why can't we export with both sloped and angled corner pieces? Or have half/double-steep slopes? Also, the caps and sides have to share slots, which, again, I feel is due to the poor layout. What if I want the top parts to reach down further than half the tile? I'd have to recreate those ones by hand.

Documentation should be included with the app, not left online. Yes, that's an issue, too, since internet connection is liable to have problems. Maybe the user has a limited connection and can't afford the traffic every time they need to look something up. At least a small document explaining the basics, but a CHM with more in-depth information would be preferable.

That's all I can think of right now. I really do hope this program turns around, but frankly, it's just not worth the money right now. In fact, I want a refund. I'll rebuy it when these issues are fixed. Speaking of which, a trial version would be nice so people know what they're getting into.

TL;DR: I think the entire project needs to be redone.
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#56
I'm gonna go ahead and merge this thread into the gamedev lounge.
We actually have an archived thread about AutoTileGen but since the OP hasn't come back to make a new one, I'll put put it in general GameDev.
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#57
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Another wip game gif of the project I'm working on. A couple of new things I've added is

1. Level only loads entities and tiles within a certain range of the player.
2. You can now swim in liquid objects.
3. Implemented some bouncy scaling effects (thank super III for that)
4. Now you can climb ledges

(eventually I'll make a topic for this...)
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#58
here is my idea for a zombie game. you see in most zombie games you are trying to win and basically beat the zombies in some fashion, but what if instead of having to beat them or win the game you have to survive rather then conquer.

it would kinda be more sandbox game play rather then linier gameplay with HUGE spraling areas where you have to build shelter find food and water. with different challanges for living in each area
( like more zombies stonger zombies,less food and building material or less areas the zombies cant reach) and the game would keep going even when you arent playing to up the challange.

it would also require you to use real survival tecniques. a good example of what im thinking is in the start you play through your characters flash back of how the zombie Apocalypse starts. this is when you get the items you start with if you choose to go all ranbo and load up on guns you will not have food or building tools.

which means you'll wind up having to scronge around like mad to find food water and things to build a shelter and since theres a limit to how much you can carry you would have to drop all those cool guns you loaded yourself up with.plus loud gunfire atracts zombie hordes like crazy. so you would be forced to think what will help me live rather then what will help me kill.

so what do you think of this idea of a new type zombie game
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#59
Merged with the GameDev Lounge.
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#60
So after quite some time, I figured it out! I had to create a plane, a waypoint much like Starcraft and all sorts of MMO's, and have the wasp set to move towards the waypoint.

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That's the short version of how I did it, at least. 

The plane is right where you're looking. It's completely invisible, facing the camera. I made an empty object that moved to wherever I clicked on that plane, and then I set the wasp to move to that position by calculating the Unit Vector in the desired direction and multiplying that by a float. 

It's still incomplete; the wasp looks like it's moving good here, but it's actually unable to stop. I plan to use a raycast for that (like I did for the waypoint position) and just like any 2d platformer does, I'll slow it down so it lands on the waypoint perfectly. I'll even incorporate some deceleration. It SHOULD be a quick fix, but I'm a slow worker, so... Unsure 

Many thanks for pointing me in the right direction, guys!
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