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Nail''''''''s Adventure Wip


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#16 BackAssward

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Posted 07 March 2009 - 10:06 AM

I tried the windows version (on my Vista 64 box) which worked fine. Oddly, since so much fails to work on Vista 64 (not my choice on this box, so don''t say it).

The jumping does need some tweeking, it is too static in up/down speed, no hang time. Not sure the formula most side scrollers use, but just needs a bit more Super Mario feel, sorry to be so vague.

Also, after you kill everyone, there seems to be random bullets coming from off screen.

That aside, looks like a good start. The graphics are nice. The concept seems sound. A good Proof of Concept so far.

#17 PoisonedV

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Posted 07 March 2009 - 10:27 AM

Are you looking for feedback? You need momentum and the jump needs to be gradual instead of reaching such an obvious peak. other than that its pretty standard fare for a tech demo

#18 Butterman

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Posted 07 March 2009 - 12:34 PM

Vista x64 with SP2 is a bitchin OS. Fastest I''ve ever used.

For the jumping, you just need to use a multiplier for your Y velocity that slowly depletes the higher you get, until you get too high and it''s a -multiplier, giving you -velocity.

#19 Mr.Gonzo

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Posted 07 March 2009 - 06:15 PM

ahaha he repeated many times that it was going to be tweaked. That he wanted to concentrate on harder things for now. ahah.

Tested it , Nail should be able to jump higher too , Could get speed gain when running for longer a bit like mario.

Bullets of the enemy could be a little slower compared to the heros. think of metal slug.

A spread for the shotgun would be welcome too!

Health bar

Enemy resistance too.

Anyway , its a good alpha !

just posting me wish list hehe.

Edited by Mr.Gonzo, 07 March 2009 - 06:16 PM.


#20 (naw)mcx

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Posted 07 March 2009 - 10:29 PM

QUOTE('PoisonedV' @ 'Mar 7 2009, 10:27 AM)

Are you looking for feedback? You need momentum and the jump needs to be gradual instead of reaching such an obvious peak. other than that its pretty standard fare for a tech demo

Yeah, the jumping was a bit annoying.

#21 cb88

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Posted 08 March 2009 - 03:27 AM

you might wanna just use a physics library... to handle uuur physics... to simplify matters


@Butterman never used BeOS eh?

#22 BackAssward

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Posted 08 March 2009 - 08:02 AM

QUOTE('Butterman' @ 'Mar 7 2009, 04:34 AM)

Vista x64 with SP2 is a bitchin OS. Fastest I''ve ever used.


Off Topic: I think you misunderstood me. I didn''t mean it was slow, I meant that *a lot* of stuff that worked on XP do not in Vista 64 SP2. Especially HW drivers and driver based programs. Enforced security on these things that Vista doesn''t let you override (hey, it''s only my machine, why should I get to chose what gets installed?).

Peer Guardian 2 is sorely missed.

/end side topic.


Yes, I do realize the jumping was mentioned, which is why I tried to describe exactly what I think was wonky about it other than a vague sentiment about it being messed up.


Good concept and good start. Let me know if you want any more play testing done.

Cheers.

Edited by BackAssward, 08 March 2009 - 08:21 AM.


#23 jsmtux

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Posted 08 March 2009 - 11:11 AM

Thank you all for the feedback!
About the progress, i think that by the weekend I''ll have fixed the jumping thing and implemented most if not all of gonzo''s wish list as it is pretty straightforward, as well as added different enemies; who maybe must be shot twice in order to die, or maybe have different guns... don''t know.

The only thing annoying me is the harpoon gun; not only because it is hard to code, it is also the gameplay; should nail be able to shoot anywhere to climb or just special places(as in metroid)? should I implement true rope physics or just cheat them? What do you think?

#24 BackAssward

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Posted 08 March 2009 - 12:26 PM

QUOTE('jsmtux' @ 'Mar 8 2009, 03:11 AM)

Thank you all for the feedback!
About the progress, i think that by the weekend I''ll have fixed the jumping thing and implemented most if not all of gonzo''s wish list as it is pretty straightforward, as well as added different enemies; who maybe must be shot twice in order to die, or maybe have different guns... don''t know.

The only thing annoying me is the harpoon gun; not only because it is hard to code, it is also the gameplay; should nail be able to shoot anywhere to climb or just special places(as in metroid)? should I implement true rope physics or just cheat them? What do you think?


In a shooter of this style, I don''t know that rope physics (e.g. life like projectile trajectory) is required. I''m sure we don''t all expect life like jumping (e.g. changing direction or slowing down after jump isn''t life like, but almost a requirement for side scrollers/platformers). So for the grapple, if you do use it to climb, I think a straight shot should be fine. Such as Bionic Commando or almost every game of this type that has such a mechanism.

IMHO.

As for: if you should actually use a grapple to climb, that may be more of a nice to have at first. It would add a lot to gameplay but as you said, hard to implement (plus then there''s swing physics to account for and dynamic collisions all over the place on possibly *any* surface). Maybe get the basics down first, then look at further grapple enhancements?

If you do implement a pulling/swinging grapple, I think Bionic Commando has a good take on it. You may want to check out the re-release (even if just for fun, I believe there might be a free demo).

Edited by BackAssward, 08 March 2009 - 12:28 PM.


#25 PoisonedV

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Posted 08 March 2009 - 02:29 PM

QUOTE('BackAssward' @ 'Mar 8 2009, 03:02 AM)
Peer Guardian 2

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#26 Butterman

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Posted 08 March 2009 - 04:32 PM

^^ Hurp durp.

BackAssward, I wasn''t trying to say what you said wasn''t true, I was just expressing my love for this OS. I love, how it never crashes, how it always runs fast. Etc etc.

/offtopic

jsmtux: Rope physics aren''t really that hard at all, you can emulate them at a basic level with simple mechanics. You shouldn''t need to take them very far at all for a sidescroller. You don''t need a physics engine, those are for numpties, just implement gravity as a force acting downwards, then use sine and cosine to work out which direction the tension in the rope is acting in and apply that force to the downwards gravity. If you do everything correctly, it should just work. The angle of the rope relative to the character should be constantly changing, then when you pull forces off that, you will get a really cool swinging effect.

I''ve got code for it somewhere, I was doing a spider man style thing.

Gameplay wise, you should be allowed to do whatever the hell you want with the harpoon gun, it''s real fun being able to jump across the level with a harpoon gun, or get really high then do a huge suicide jump. Allow nail to climb up the rope once it''s been placed.

#27 PoisonedV

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Posted 08 March 2009 - 05:05 PM

Yeah, keep in mind we have dual analog sticks so aiming could be radial instead of 8way

#28 Crunchwrap

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Posted 08 March 2009 - 05:18 PM

Would it use a fire button or would it be assumed when the analog stick was moved?

#29 Vorporeal

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Posted 08 March 2009 - 11:42 PM

QUOTE('Username' @ 'Mar 8 2009, 12:18 PM)

Would it use a fire button or would it be assumed when the analog stick was moved?


I assume that it would be a weapon, just like the others. AFAIK, it has two firing modes - one that just shoots harpoons (no rope), and one that shoots them with the rope attached. It would fire like any other primary/secondary gun - probably one trigger for each firing mode.

#30 BackAssward

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Posted 09 March 2009 - 09:05 AM

QUOTE('PoisonedV' @ 'Mar 8 2009, 06:29 AM)

QUOTE
Peer Guardian 2

\[img\]http://i43.tinypic.com/1orlo5.jpg\[/img\]


Not sure what you are trying to say, unless you are just trying to get a rise out of me. Either way, it clearly was not any attempt to add value to the thread, just some sort of self-gratification post, `masturbatory` you might say. That or you are indicating you like little girls and they need some peer to guard themselves from you.

Either way: ignore mode on.

Edited by BackAssward, 09 March 2009 - 09:58 AM.