[PLAYABLE] Testing a sprite based 3rd person template.

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Post » Tue Mar 01, 2016 1:11 pm

Colonel Justice wrote:Awesome! The question now would be how to draw walls. Polygon plugin maybe?
The real pain will be the the z-sorting I guess.


Yeah, that's the problem. I've considered maybe using the polygon plugin to color ground areas. You wouldn't have to worry about z-sorting problems for that. Maybe it will be best to just line up sprites like they're pillars to make some barriers. You couldn't do too much of this because the sprite count would get huge really fast. I'm thinking this experiment would be used for mostly outdoor games and just stick to sprites so there's a consistent style. I think there's a way to project sprites so they look flat on the ground so you could make puddles and paths and stuff. I'll work on this part next I think.
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Post » Tue Mar 01, 2016 1:54 pm

WOW! Most excellent game prototype. Runs on NWJS with superb speed.

I saw the amazing "The Quest" on Steam - most beautiful UI I saw in years in an RPG - and wondered, why they could make the combat soo annoyingly simple and _not fun_. Your game could have a setup for the controls you show on screen, to be saved and everybody can play in their favorite camera settings.

* You MUST have good animated combats,
* with blood splatters,
* sword swings and
* monsters bodies/legs thrown high in the air as they fall from the player's blows.
* Vice versa if the monster hits the player.
* If you wanna get rich:
+ DODGE: Add LEFT<-->RIGHT "rolling on ground"-animations for when enemy archers [seen in the distance] shoot an arrow, players can notice [seeing the enemy drawing his bow and the arrow shoot animation and the telltale sound it should make!] then you must display the incoming arrow to be seen by the player so the player can dodge. Different enemies shoot the arrow at different speeds, making the dodge-action success more difficult.
+ AXE THROWING ENEMIES: player can see incoming thrown axes [spinning] or swords [spinning] and try to dodge these
+ MAGIC MISSILE shooting enemy mages: easier, since you can animate an energy-missile and simply scale it up as it is incoming and the player should be able to dodge these too. Albeit magic might help guide the missile to the target a bit..

You could make so much money with this game on Steam. Believe in yourself!!

So much junk is sent to Steam for Greenlight nowadays, you could rake a path among those games!
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Post » Tue Mar 01, 2016 4:43 pm

roguecore wrote:Yeah, that's the problem. I've considered maybe using the polygon plugin to color ground areas. You wouldn't have to worry about z-sorting problems for that. Maybe it will be best to just line up sprites like they're pillars to make some barriers. You couldn't do too much of this because the sprite count would get huge really fast. I'm thinking this experiment would be used for mostly outdoor games and just stick to sprites so there's a consistent style. I think there's a way to project sprites so they look flat on the ground so you could make puddles and paths and stuff. I'll work on this part next I think.


What if sprites have a collision box that gets enabled by distance and position of player sprite?
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Post » Wed Mar 02, 2016 9:17 pm

I will examine the source file. But i should say it's really impressive. There are many possibilities to use this in game. Congratulations.
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Post » Tue Mar 29, 2016 11:07 pm

Trying a field of 'stars' to simulate movement for a space shooter using the same technique as before. You can move through and around the particle area.
Everything is still 2D sprites on a 2D plane.

http://www.cargocultgaming.com/spacetest/
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Post » Wed Mar 30, 2016 7:43 am

Very cool indeed! Add some parallax fx there and you can make out something quite spectacular. wouldnt do great in some sort of... zombi horde survival, if you know what i mean. You don't even need walls for that.
I tried to do something like that at some point, but failed miserably. I'm gonna study your code carefully and... argh, physics! -_-
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Post » Fri Jul 01, 2016 12:41 pm

Has anyone done anything with this? Show me if you have :)
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Post » Fri Jul 01, 2016 7:43 pm

This is just amazing, I was blown away. Would be great to see it in a game.
I think drawing walls maybe could be done with a bunch of long vertical stripes next to each other that are just thin enough to look acceptable, but if you have too many of them it would cause a large performance drop.
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Post » Fri Jul 01, 2016 8:18 pm

I really quickly made this little mouse control prototype, and it works surprisingly well, although the whole point of doing it this way was to not be limited by the screen borders, which this solution definitely is.
https://www.dropbox.com/s/b2z1b3nocg4ur ... 6.png?dl=0
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