Author Topic: Blastlabs [Axe]  (Read 47916 times)

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Offline chickendude

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Re: Blastlabs [Axe]
« Reply #60 on: October 24, 2012, 01:45:49 pm »
Leafy, how do you handle the dust/urine? It looks really cool but i have no idea how you could handle that.

Offline leafy

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Re: Blastlabs [Axe]
« Reply #61 on: October 24, 2012, 02:47:38 pm »
It's basically runer's super optimized code. It uses a particle system that emits with a random velocity in a range of values for x and y, then deletes those particles after a certain period of time.
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Offline thepenguin77

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Re: Blastlabs [Axe]
« Reply #62 on: October 24, 2012, 02:54:48 pm »
I'm going to assume I found a glitch. (Unless you want to use this to make really sneaky levels)
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Offline Builderboy

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Re: Blastlabs [Axe]
« Reply #63 on: October 24, 2012, 03:27:11 pm »
If that's not a glitch, it would seem the player has almost unlimited mobility in the game, which might make platforming difficult.

Offline DJ Omnimaga

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Re: Blastlabs [Axe]
« Reply #64 on: October 24, 2012, 03:49:33 pm »
Double jumping would be cool actually lol.

By the way I wonder if this engine could be used for a Metroid or Megaman clone?

Offline leafy

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Re: Blastlabs [Axe]
« Reply #65 on: October 24, 2012, 04:02:00 pm »
I fixed that, but I'm not sure I'll be using this engine anymore.
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Offline Builderboy

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Re: Blastlabs [Axe]
« Reply #66 on: October 24, 2012, 04:16:57 pm »
Ohh no why not? D:

Offline shmibs

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Re: Blastlabs [Axe]
« Reply #67 on: October 24, 2012, 05:48:42 pm »
both megaman and metroid would  benefit more from cycles devoted to enemies and projectiles than to camera motion, and smooth cameras make precise "precision platforming" more difficult as well. we still really need a decent megaman for the 8x series, though, so that would be pretty fantastic

Offline chickendude

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Re: Blastlabs [Axe]
« Reply #68 on: October 25, 2012, 02:29:43 am »

Offline TIfanx1999

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Re: Blastlabs [Axe]
« Reply #69 on: October 25, 2012, 02:54:42 am »
@Shmibs:I agree, and it may be comming sooner than you think. ;)

Offline chickendude

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Re: Blastlabs [Axe]
« Reply #70 on: October 25, 2012, 09:55:38 am »
It's basically runer's super optimized code. It uses a particle system that emits with a random velocity in a range of values for x and y, then deletes those particles after a certain period of time.
Ah cool, thanks. I guess it's not as complicated as i thought. I think it could be pretty cool for an explosion effect or something along those lines, too. At first it seemed like the particles were slowing down each frame. I really like it though :D

EDIT: And i'm sure it's been said before, but the running animation is amazing (just that you can't tell what it is when the player is stopped).
« Last Edit: October 25, 2012, 09:56:37 am by chickendude »

Offline shmibs

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Re: Blastlabs [Axe]
« Reply #71 on: October 25, 2012, 09:59:41 am »
ooh, that looks fantastic! the sprites are a bit big, though. i know it's really hard to make decent looking 4*4's, with a 4-6*8 megaman, but on the nes he's a 10th of the screen's height, and even on the gameboy he's still only about 17%. here he's half, so boss battles would be basically impossible. oh, and the screen scrolls when he's in the centre (on the nes, at least; i've never played the gameboy version) which would also help with visibility for this one.

EDIT: not that i'm discouraging the game in any way; it looks fantastic =D
« Last Edit: October 25, 2012, 10:04:07 am by shmibs »

Offline Yeong

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Re: Blastlabs [Axe]
« Reply #72 on: October 25, 2012, 10:31:52 am »
Sig wipe!

Offline contra-sh

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Re: Blastlabs [Axe]
« Reply #73 on: October 25, 2012, 01:00:58 pm »
The screenies are really really outdated :)

Offline DJ Omnimaga

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Re: Blastlabs [Axe]
« Reply #74 on: October 25, 2012, 04:42:00 pm »
Wow from where is that? I wonder if the authors are members of any forums out there? It would be nice if it's still active if they kept us updated :D