SoldjahBoy's Recent Forum Activity

  • Push! Sol, that work aint gonna get done by itself, and we all know Deadeye is "terribly, terribly lazy". OK im lazy too but... well deadeye has more posts so that doesnt mean he can be lazy!

    Anyway, just an idea, maybe you can add little med kits or something that if you've been hurt you can press a button to use them to fill up a very small portion of life. maybe bandaids lol. Unless of course if anything you touch is gonna be a one hitter quitter. Then this game is going to be hella hard

    LOL Bandaids hahahaha!

    Yeah I was planning on having seperate difficulty setting, which basically affect how much damage you take fom getting hit with traps... easy mode will be minimal damage to the point you would be able to run through an entire saw traps (for example) and not quite die. Medium would allow you to contact it a little bit, but you'd take pretty heavy damage, and Hard mods will be like you said, a one hitter quitter. This should be easy enough to add using a global variable, and using that as a damage multiplier.

    I am going to try and finish the wall slide, roll, and wall jump today and upload the final build before I start working on an official demo. Deadeye, I will send you the CAP once I have added the animation files for wall jump, wall slide, and roll... that way you can make any adjustments accurately since the proper animations will be there.

    Cheers guys!

    ~Sol

  • And Soldjah wait till i get my nvidia killers-.- 2X 4870X2 hihihihiihi

    The 4870x2 is only a tiny bit faster than one of my single GPU gtx280's... and it runs like 5 times the temperature. I really like ATI, but the fact you an cook an egg on your video card when it not even doing anything, or boil salt saturated water on it easily when it's pumping hard... kinda turned me off the 4870x2's. I'm pretty happy with my frame rates (as posted up there somewhere ^ ).

    Oh and, Crysis looks like crap I agree... I only use it as a benchmark because NOBODY can run it very well at all (unless you have an extreme editon CPU overclocked to the hills, DDR3 2000Mhz RAM, and possibly a third GTX280 or similar card).

    ~Sol

  • Ah yes buys you are brilliant

    I'll have to add something to her other leg... like perhaps a red handkerchief or something tied around it... absolutely right....

    DAMN! MORE EDITING! lol

    Oh well... I'll get to it later... I want to finish coding the engine and stuff since all of the major animations are now done... and adjustments can be made later on without affecting anything.

    Good eyes guys, thanks!

    ~Sol

  • LOL Dave! xD

    I think the original looks smoother because it's running faster than mine. I think the speed of that one is a little too fast, but mine is a little too slow. These are all things deadeye and myself will fix up over time. The hand plant animations are now done, just adding them into the game to see what they look like, and tweak that whole "thing".

    And thanks HighImpact! I'm going to call you H.I. for short from now on lol.

    *EDIT*

    You can find sprite sheets all over the place... just use google image search and type in "sprite sheet" if you want a range of generic stuff, or search google's main page with key words like "sprite archive".

    *DOUBLE EDIT*

    You will find both sprite sheets and animated sprites using both of those methods... though the most common sprites you will find animated are KOF, Street Fighter, and Metal Slug... though there are others those are the most common ones to find.

    ~Sol

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  • Hey partner

    Yeah, I think once I add the rest of the frames to the flip we can tweak the frame speeds and such... no worries there. I have only 1 and a bit frames left to edit YAY! After that I have to make a wall slide frame, and a roll or slide animation.

    Oh, and don't worry about the derail... from now on the policy shall be:

    <img src="http://homepage.mac.com/aurich/ars/locks/feed_trolls.gif">

    ~Sol

  • The handplant thing is something that one will get used to when playing the game.

    Please explain how did you do the Dynamic Resolution plzkthx!

    I will make sure the hand plant is tweaked to be nice

    Dynamic Resolution... well let's see

    1. Make a menu with your buttons for resolution

    (Let's assume that you are making the game stadard at 1024x768 like I am doing...)

    2. Make event :

    +Button clicked "800x600"

    -set window resolution 800 x 600 (or whatever)

    -set Global Value "resolution" to 1

    +Button clicked "1024x768"

    -set window resolution 1024 x 768

    -set Global Value "resolution" to 2

    +Always

    -set button(s) X to window width / 2

    -set (background image) width and height to window width and height

    3. In your main engine

    +Start of layout

    +If global value "resolution" equals 2 (standard)

    -Set Layer 1 zoom to 100

    -Set Layer 2 zoom to 100

    etc etc

    +Start of layout

    +If global value "resolution" equals 1 (smaller)

    -Set Layer 1 zoom to 78

    -Set Layer 2 zoom to 78

    etc etc

    (I found 78 to give pretty much the exact same viewing area in the smaller resolution. You may have to play with the value until you are happy with it depending on what resolution you are making your game native to)

    I am more than happy to make a CAP of it if you want to see how it works, but it's fairly straight forward once you know what zooms etc you are supposed to set up.

    ~Sol

  • Maybe the problem isn't the length, but rather that you are just tossing that animation in there because it's available and looks "cool" instead of creating your own animation to better fit.

    Well, as a matter of fact... it fit perfectly with the idea I had anyway. The game will have a bit of a "free running" feel to it once I complete the wall jumping, wall sliding, rolling, and other things. A hand plant was something I wanted to include from day dot, and Angel sprung to mind immediately (I am a huge KOF fan).

    That's the problem with using animations intended for something else.

    It looks the same depending on the application. Quite a lot of the frames were chopped from various animations and sequenced together... so there never really was an "application" for them since they didn't exist in the way I am using them. It's more of a case of creative application.

    Anyways, you're working with deadeye so I'm done responding to this thread. Nothing against you SoldjahBoy - I wish you luck.

    Cheers. I'm sure the end result will be likable. I'm not saying that I won't adjust and tweak and improve it... but basically I'm happy with the animation itself. The fact that the player is stuck to the edge won't be as "obvious" once the rest of the frames are added. You will see what I am talking about once I get it finished.

    ~Sol

  • i think i hate soljah boy almost as much as soldjahboy... does that make sense? now im confused

    Oh wow, you hate me. Awesome.

    ~Sol

  • Stopping to do a cool trick... for like... 0.2 seconds.... you say it like it's a bad thing, or like it takes 5 minutes (like Knights of the Round (FF7)).

    Sorry guys, but the hand plant stays... It's a 19 frame animation sequence, and if anything I might slow it down a tad more so it doesn't just blister past to the point of not seeing it. The game will be slightly more methodical than (I assume) you guys are thinking, so running super fast constantly is not going to be the way this will go down. Also, not EVERY ledge will be high enough to require a hand plant... most of them will be lower than standard jumping height.

    I will do one more build after all the animations are done... then you guys will have to wait for an official demo. After that, I will work on the rest of the game with deadeye until it's finished.

    Cheers for the feedback... sorry you don't like the hand plant animation... but I'm not getting rid of it.

    ~Sol

  • I donno If you ask me the hand plant is still a little wierd, its like a sudden stop to do a cool trick. A more hurdle type animation would fit better I think

    I've only said about 4 times so far that I have to finish the hand plant animations... there are about 6-8 frames missing from the end.

    Hopefully I'll get that done sometime today.

    ~Sol

  • I don't really know if this is a bug, but well...

    It seems that the handstand animation speed is set to the player movement speed, am I right?

    So, if a make a handstand and I stop pressing a direction, the animation will be SLOOOOW...

    And also, after pressing R a bunch of times, it crashed more than once.

    Wow, missed that post somehow.

    Yes the animation speed is based on how fast the player is moving. This will be fixed later. It was only intended to affect the running animation but I kinda forgot to set that up properly.

    The "R" thing is just temporary, so it won't matter because it will be removed later.

    Now... final build for tonight;

    http://www.fileden.com/files/2007/8/21/ ... -v0.87.exe

    Fixed:

    -Wall sticking bug near lava pit

    -Hand plant bug when leaping from top of ledge

    Added:

    -Extra graphics for platform, gives depth

    -Better lava effects

    -Cosmetic changes to saw blade mechanisms

    -Health GUI (not fully implemented yet, so it's hidden)

    -Working title screen

    -Resolution change at runtime 800x600 and 1024x768 at this stage

    Still to come:

    -same as last post hahaha

    ~Sol

  • Why is it that I always make something that you guys are talking about, without even knowing you guys are talking about it until I've finished?

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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