Little AlchemyX
Member
03/06/09 - I need feedback on the Jelly Physics Engine and my Smart Shadows Engine! Check the Dev-Posts!
03/06/09 - Still looking for a graphic artist who can take over my crappy level design and make stuff look nice
Mini-Post - Wednesday, March 11, 2009
Had a couple really good comments about my last post's video. I decided to try my hand at writing a sine-wave drawing function to replace the "stretchy" effect that I previously had over the text. I also changed the menu-in/out animation to a fade in/out using alpha's. Tell me what you think:
http://www.youtube.com/watch?v=Z4GIcEfwDbc
http://www.youtube.com/watch?v=Z4GIcEfwDbc
This week has been crazy already. One person out sick, one moving across the country and 4 getting ready for the SXSW conference. I've been all over, but I guess that's just the nature of working for a small startup that only has 12 employees from the CEO to front line.
I've been working on my menu in my spare time, aside from last night when I actually sat down and watched Pokemon - The First Movie with my girlfriend. Yeah, I know. And I almost cried! The part where Pikachu keeps trying to shock Ash back to life is the saddest thing I've ever seen. I'm almost 24 and friggin Pokemon almost made me cry.
Yeah, back to the important stuff. I posted a few screens in the RMXP Screenshots thread to get some realtime feedback while designing my new menu system. I got the 4-way color gradient and text color customization working, then started fuddling around with "iso"-esque level designs, which are half done (you can see it in the below video, but remember its half done). I went to take the video but the default WM1 codec doesn't have a great framerate, so I traded up for the DivX codec and while the framerate is a little better, the quality is a little worse... I guess it's a trade-off.
Anyways, here's the latest video, let me know what you think of the menu style, animation, and customization options.
This video seems to load slow, might want to let it play out once, then restart it to watch it clearly.
http://www.youtube.com/watch?v=A5m_K2NjUHk
I've been working on my menu in my spare time, aside from last night when I actually sat down and watched Pokemon - The First Movie with my girlfriend. Yeah, I know. And I almost cried! The part where Pikachu keeps trying to shock Ash back to life is the saddest thing I've ever seen. I'm almost 24 and friggin Pokemon almost made me cry.
Yeah, back to the important stuff. I posted a few screens in the RMXP Screenshots thread to get some realtime feedback while designing my new menu system. I got the 4-way color gradient and text color customization working, then started fuddling around with "iso"-esque level designs, which are half done (you can see it in the below video, but remember its half done). I went to take the video but the default WM1 codec doesn't have a great framerate, so I traded up for the DivX codec and while the framerate is a little better, the quality is a little worse... I guess it's a trade-off.
Anyways, here's the latest video, let me know what you think of the menu style, animation, and customization options.
This video seems to load slow, might want to let it play out once, then restart it to watch it clearly.
http://www.youtube.com/watch?v=A5m_K2NjUHk
First post on my unofficial devlog. Hope I'm allowed to do this here...
I finished the Jelly Physics engine yesterday, and thought I finished, but then ended up fixing bugs and ACTUALLY finishing the shadows engine today. The Jelly Physics engine is smart enough to know how to handle Mr. Blue's sprite based on a predefined "consistency" (ie, how "thick" Mr. Blue is) and his speed in any given direction, integrating gravity and air, and finally how hard he hits an object or landing. The shadows engine is now smart enough to know where the ground drops off and begins, and re-adjusts the shadow's placement and size so that the shadow doesn't look like its falling on dead air if you stand at the edge of a cliff (compare video 1 to video 2).
Jelly Physics Engine Demo
http://www.youtube.com/watch?v=Ldg5XwdPerw
Jelly Physics Engine + Smart Shadows Engine Demo (No Audio,Intro,Recap)
http://www.youtube.com/watch?v=IOf_ZZIATCs
I'm strongly considering exporting my engines into extensions and dlls and porting the actual SCENARIO development of the game into Game Maker. Let me know what you think of the idea.
Concept:
I'm trying to decide what sound effect would be best for Mr Blue's jumping and walking.... my ideas right now are like, a tiny "squeeky" or "squeegee" sound for him walking, and a light "oof!" when he jumps, both somewhat reminiscent of similar default sound effects from Team17's Commercial game, "Worms: Armageddon".
BTW, does anyone know what the heck happened to ccoa?
I finished the Jelly Physics engine yesterday, and thought I finished, but then ended up fixing bugs and ACTUALLY finishing the shadows engine today. The Jelly Physics engine is smart enough to know how to handle Mr. Blue's sprite based on a predefined "consistency" (ie, how "thick" Mr. Blue is) and his speed in any given direction, integrating gravity and air, and finally how hard he hits an object or landing. The shadows engine is now smart enough to know where the ground drops off and begins, and re-adjusts the shadow's placement and size so that the shadow doesn't look like its falling on dead air if you stand at the edge of a cliff (compare video 1 to video 2).
Jelly Physics Engine Demo
http://www.youtube.com/watch?v=Ldg5XwdPerw
Jelly Physics Engine + Smart Shadows Engine Demo (No Audio,Intro,Recap)
http://www.youtube.com/watch?v=IOf_ZZIATCs
I'm strongly considering exporting my engines into extensions and dlls and porting the actual SCENARIO development of the game into Game Maker. Let me know what you think of the idea.
Concept:
I'm trying to decide what sound effect would be best for Mr Blue's jumping and walking.... my ideas right now are like, a tiny "squeeky" or "squeegee" sound for him walking, and a light "oof!" when he jumps, both somewhat reminiscent of similar default sound effects from Team17's Commercial game, "Worms: Armageddon".
BTW, does anyone know what the heck happened to ccoa?
There are no known bugs at this time.
Well, first off, that's not very nice of you, and frankly, I'm offended. :-P
Mr. Blue's Misadventures is a Platform RPG/Adventure sorta like a mix between Zelda: 2 (NES, look it up if you're not familiar with it), Little Big Planet, and Super Mario RPG: Legend of the 7 Stars. There's more to it, like an innovative abilities upgrading system that lets you add points to abilities like double jumping, and slingshot (Dashing), melee (baseball bat) and ranged (snowball) attacking, all in place of a typical RPG experience system.
The game is *currently* being developed in C# using the standard Visual Studio UI (so no, there's no XNA involved), mostly by myself, but my girlfriend, Kat is doing a lot of ideology and scenario design. The music is being written by yours truly, and to get an idea of my musical capabilities (or lack thereof) go ahead and hit up my myspace music page at http://www.myspace.com/trancehopaeltrius.
I'm a decent coder but I'm a shitty artist, so if you can help make it look better, feel free to hit me up.
Oh, and Mr. Blue's an Ice Jelly. If you think that's weird, listen to this: His girlfriend is a rice puff and his two best friends are a pig-fish and a retarded penguin.
Mr. Blue's OTHER MisAdventures...