Adventure Game Prototype (5\10)

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Post » Thu Dec 11, 2014 5:17 pm

awesome
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Post » Thu Dec 18, 2014 8:39 pm

Very well done. Great animation. I love how the white windows contrast so well with the interior.
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Post » Thu Dec 18, 2014 8:51 pm

desjardins2014 wrote:Would love to see a tutorial on the whole cliff hanging action - how is that accomplished?


Same here, that will be helpfull. A tutorial or at least a comment to light up the way :)
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Post » Thu Dec 18, 2014 10:20 pm

Looks great! Nice pixel art and animations.
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Post » Fri Dec 19, 2014 2:04 am

Hey @desjardins2014 and @Gurrufio, sorry I haven't responded yet. I can't do a tutorial right now because I have very limited time to even work on my own project. Hopefully I can lead you in the right direction though. For hanging on the platform, I just test for overlap at the top of the player’s collision box with the jump through platform. Then I switch behaviors to 8 direction and do some fixups to make sure the top of my collision box matches up to the jump through platform. I don't think it's necessary to use the 8 direction behavior, but because I have some other wall climbing abilities that use it, it made sense for my game. To climb up, I just move the player's collision box up until it isn't overlapping the solid anymore, then switch back to the platform behavior when the climbing animation is done. Hope that helps.
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Post » Fri Dec 19, 2014 2:15 am

UberLou wrote:Hey @desjardins2014 and @Gurrufio, sorry I haven't responded yet. I can't do a tutorial right now because I have very limited time to even work on my own project. Hopefully I can lead you in the right direction though. For hanging on the platform, I just test for overlap at the top of the player’s collision box with the jump through platform. Then I switch behaviors to 8 direction and do some fixups to make sure the top of my collision box matches up to the jump through platform. I don't think it's necessary to use the 8 direction behavior, but because I have some other wall climbing abilities that use it, it made sense for my game. To climb up, I just move the player's collision box up until it isn't overlapping the solid anymore, then switch back to the platform behavior when the climbing animation is done. Hope that helps.


Thanks for taking the time! That seems tricky but is more than enough. Good luck with the project, it is looking pretty good.
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Post » Sat Jan 10, 2015 7:26 pm

Got some combat going. Ouch!
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Post » Sat Jan 10, 2015 7:53 pm

lol damn, that looks like it hurt. :P
This project looks pretty rad! Any guess on when there will be something we can play around with?
Love the wind blowing in through the window!
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Sun Jan 11, 2015 2:46 am

@ryanrybot
Thanks. I'd say at least a few months for a playable build. Right now it's just a bunch of separate systems that I'm playing around with. Once there's more of a game (if it ever gets that far) I'll put out a demo.
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Post » Sun Jan 11, 2015 4:00 pm

desjardins2014 wrote:Would love to see a tutorial on the whole cliff hanging action - how is that accomplished?


It looks like the windowsill could be a jump through platform with an invisible jump through platform skillfully placed lower beneath the window. In reality the character "is walking" on the new platform, but the animation and placement looks like he's hanging on the window.


would be nice to have this feature working on my game as well.

Edit: I just tried this...it works for me lol.

RE-Edit: I did not notice there was a second page in this thread....so what he posted would probably work better performance wise.
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