Author Topic: Juggernaut  (Read 33387 times)

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Offline nemo

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Re: Juggernaut
« Reply #15 on: December 14, 2010, 03:02:25 pm »
Looks nice! I think the laser should be slightly brighter, though. Maybe make it flash when being shot?

hmm.. i think i'll have the laser have an "animation". where the contrast oscillates.

but i did change the laser i little. here's a new screenshot. also, enemies are explosive and leave a trail of fire (though that isn't completely implemented yet).



Offline DJ Omnimaga

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Re: Juggernaut
« Reply #16 on: December 14, 2010, 11:35:24 pm »
Ah I see, oscillating contrast would be a good idea. I also like the fire idea. :D

Offline nemo

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Re: Juggernaut
« Reply #17 on: December 17, 2010, 11:21:56 pm »
oscillating brightness = implemented. oscillating contrast didn't look very good, but brightness looks nice. also, remember in zTrumpet's Exodus when you could get a better version of the laser? really it was just fancy graphics, but in my game it has a purpose. the normal laser can only shoot 5 blocks long. then, you can acquire the super laser.. enter screenshot. the laser's colored portion oscillates in hue. you'll notice the inside is green and the outside is purple-ish, this is because the hues on the outside oscillate as the complementary hue to the inside.

also, i've implemented RLE compression and decompression for the levels, drastically cutting the size down from 400 bytes to 116.. for the test map, so that's not 100% accurate. it'll still be significant though. i anticipate at least a 25% compression, probably more.

« Last Edit: December 17, 2010, 11:23:18 pm by nemo »


Offline DJ Omnimaga

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Re: Juggernaut
« Reply #18 on: December 17, 2010, 11:47:29 pm »
Nice!

It would look better like the following, though :evillaugh: (j/k)

Offline nemo

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Re: Juggernaut
« Reply #19 on: December 17, 2010, 11:50:15 pm »
hahah i was thinking of doing that (i remember you suggesting it too), but one time i made a snake game where every piece of the snake, the background, the edges and the apple were all flashing random colors and my teacher got mad at me, because then the game might send epileptics into a seizure :/ i could try a simple flash but i don't think it's worth the effort.


Offline DJ Omnimaga

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Re: Juggernaut
« Reply #20 on: December 18, 2010, 12:49:54 am »
Yeah I was kidding lol. Don,t do that. :P One simple flash when hitting a boss can be ok but not such seizure-inducing effect. :P

Offline c.sprinkle

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Re: Juggernaut
« Reply #21 on: December 19, 2010, 03:09:25 am »
This is nice. I also appreciate it when someone other than me uses te word "juggernaut".
And now I see what the enemy sprite was for. :)
« Last Edit: December 19, 2010, 03:13:13 am by c.sprinkle »

Offline nemo

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Re: Juggernaut
« Reply #22 on: December 19, 2010, 07:07:31 pm »
screenshot look familiar? first level of exodus right there. of course i wouldn't include it (it'd be a ripoff) but i'll probably include the 3 levels i made for exodus, with tweaks for Juggernaut's physics. also, since there's no spike sprite yet i just put the cave background at the bottom. it's mostly eye candy, too, since the locks aren't implemented. but, i made it very easy to change the map data so it'll be done by tonight.

note: tile art is not final as of yet

edit: oops, i forgot to put the flag sprite on there.. just imagine it's there lol.
« Last Edit: December 19, 2010, 07:08:49 pm by nemo »


Offline DJ Omnimaga

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Re: Juggernaut
« Reply #23 on: December 19, 2010, 07:13:13 pm »
Nice, I like the ideas so far. :D

Will there be levels larger than the screen that scrolls? You should include the entire Metroid II: Evolution map. :P

Offline nemo

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Re: Juggernaut
« Reply #24 on: December 19, 2010, 07:16:26 pm »
unfortunately i won't make levels that scroll. i had it sent up so i would (i was originally going to make a sidescroller, then decided not to). the levels are 21 blocks wide by 19 tall, which is a fair playing area i think.


Offline DJ Omnimaga

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Re: Juggernaut
« Reply #25 on: December 19, 2010, 10:15:38 pm »
Ah ok, I was just curious. :D

Offline nemo

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Re: Juggernaut
« Reply #26 on: December 21, 2010, 01:57:02 am »
i made a map editor! right now it is far from idiot proof. you can have 100 locked purple tiles if you want. but error checking will be implemented, along with redo/undo and enemy support. and then i will be happy person because i will no longer edit my maps looking at a block of text like this:
Code: [Select]
EEEEEEEEEEEEEEEEEEEEE
E0000000000000000000E
E900000000000000000:E
EEEE0000000000000EEEE
E888E0000EEE0000E000E
E888E00000000000E000E
E888EEE0000000EEE000E
EE88E00000000000E000E
E888>0000EEE0000?007E
EEEEE00000000000EEEEE
E0000E000000000E0000E
E;00000000000000000<E
EE0EE4EEEEEEEEE5EE0EE
E0000000EEEEE0000000E
E0000000EEEEE0000000E
E0000000EEEEE0000000E
E0000000EEEEE0000000E
EDDDDDDDEEEEEDDDDDDDE
EEEEEEEEEEEEEEEEEEEEE

needless to say.. it gets ugly. so here's a screenshot, featuring the second cave background.


Offline aeTIos

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Re: Juggernaut
« Reply #27 on: December 21, 2010, 04:29:24 am »
uh, yes. the map editor is much easier to use i think
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Offline Munchor

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Re: Juggernaut
« Reply #28 on: December 21, 2010, 05:44:29 am »
Hey nemo, as you know I'm also interested in Java, but this is the first time I see this project. Good luck on it. Until now, you've made some good work :D

If you need any help (Java or Spriting) I could try to help. I also made a falling block that I will upload in the other topic for you :)

Offline ztrumpet

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Re: Juggernaut
« Reply #29 on: December 21, 2010, 10:15:53 am »
screenshot look familiar? first level of exodus right there.
O0 Awesome! :w00t:  It looks great, and it's really wild to see that level in your game. :)  It's quite cool.

I like the look of the editor. :D