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Posted: Sat Dec 18, 2004 10:23 am
by spideyspiderman2000
Sure. It might take a little while to get all the proportions right though, since he's always facing diagonally. I'll see what I can do.
Posted: Sat Dec 18, 2004 10:50 am
by spideyspiderman2000
I finished Geno. I'll E-Mail one to Gyrovorbis and you. :D
Posted: Sat Dec 18, 2004 1:08 pm
by Falco Girgis
BTW, don't forget the dimensions.
32x64
Posted: Sat Dec 18, 2004 1:41 pm
by Drakor
do you guys wana be able to see the weapons he has equiped (all the time and/or only when he uses them ex: attacks)
also what if u found links red clothes for a fire stage will that effect his clothes?
and (in my oppinion) i duno if geno is a good well..........a good lookin'char (in 2d) for a game.....
Posted: Sat Dec 18, 2004 2:01 pm
by JS Lemming
Yeah, Drakor, I too am kinda worried that Geno isn't suited well for this scenerio. But maybe Spidey will change my mind. Dunno. I'd say the next option would be a completely original human player.
Posted: Sat Dec 18, 2004 2:55 pm
by spideyspiderman2000
I was worried about Geno being the new character, but now that we've already started, and I've already worked on him, I think we should just keep with it. Maybe on the next chaos rift project, we could have someone else.
Posted: Sat Dec 18, 2004 3:02 pm
by JS Lemming
Aight Spideyspiderman2000, Me and GyroVorbis, based on the last pic of Geno you sent us, are begining to think that sprite creation isn't your thing. Maybe you would want to take a crack at tileset editage. Maybe try takeing the tileset below and makeing it look new and cool?
Posted: Sun Dec 19, 2004 7:22 am
by spideyspiderman2000
So I make a scene from all that stuff? Sounds good. If you guys really want me to, I guess I will. If I'm not good at sprite creation.
Posted: Sun Dec 19, 2004 9:30 am
by Falco Girgis
No, actually you just take those tiles and make them look cooler.
I was hoping you could add more detail and stuff. As much as we love and respect our NES routes, it sure was limited as far as graphics go. We have no limits so we could at least make them look cooler.
I don't really know how to tell you to do it... Urrr... Just make them look cooler? XD
Posted: Sun Dec 19, 2004 9:36 am
by Tvspelsfreak
Like this:
Posted: Sun Dec 19, 2004 3:19 pm
by JS Lemming
Tvspelsfreak actually has a point, why make the old ones look cool when Allstars already did?
Ok, I have some ideas about Nestix. First, did we ever figure out what Hector's (Gyromite) power would be? If not, we could make it where when he attacks, three or so blue and red pipes appear one tile in front of the player, then they smash the ground one at a time, then dissapear. Just a thought.
Aight, we agree that this game is going to be loaded with secrets right? Welp, the normal side scroller keeps the camera (view of the player) centered on the player at all times except when the borders of a map are reached. Well, this makes it kinda hard to hide secrets since the camera can always see pretty far past a wall if the player walks up to one. I propose that event #2 be a camera block (#1 is solid). What I mean is, you lay these "Camera Blockers" down where you want the camera to not be able to go past. Now, say there is a secret hole in a wall. We lay the camera blockers so it looks like the other side of the wall doesn't go anywhere. But the player walks through the hole. Here is the kinda confusing (to explain) part. In order for the player to go into the secret area after going through the hole and see whats there, what if we make it too where the row and colomn that the player is on, has camera blockers that are disabled. That way, when the player goes into the secret and touches the camera blockers (just before he goes offscreen) the camera will then slide back and catch up with him. Wow, this is really hard to explain. If there is any confusing, say so and I will post pics or something.
Posted: Sun Dec 19, 2004 3:48 pm
by Tvspelsfreak
JS Lemming wrote:Aight, we agree that this game is going to be loaded with secrets right? Welp, the normal side scroller keeps the camera (view of the player) centered on the player at all times except when the borders of a map are reached. Well, this makes it kinda hard to hide secrets since the camera can always see pretty far past a wall if the player walks up to one. I propose that event #2 be a camera block (#1 is solid). What I mean is, you lay these "Camera Blockers" down where you want the camera to not be able to go past. Now, say there is a secret hole in a wall. We lay the camera blockers so it looks like the other side of the wall doesn't go anywhere. But the player walks through the hole. Here is the kinda confusing (to explain) part. In order for the player to go into the secret area after going through the hole and see whats there, what if we make it too where the row and colomn that the player is on, has camera blockers that are disabled. That way, when the player goes into the secret and touches the camera blockers (just before he goes offscreen) the camera will then slide back and catch up with him. Wow, this is really hard to explain. If there is any confusing, say so and I will post pics or something.
That's actually a very nice system JSL.
It's used in Super Metroid (and some other games).
Posted: Sun Dec 19, 2004 4:03 pm
by JS Lemming
Thanks! Yep, Super Metroid is like one of my most treasured games. Even if I don't legally own it.
Posted: Sun Dec 19, 2004 4:14 pm
by Tvspelsfreak
JS Lemming wrote:Thanks! Yep, Super Metroid is like one of my most treasured games. Even if I don't legally own it.
Yeah, same here. Exept that I do own it.
Posted: Sun Dec 19, 2004 4:30 pm
by Falco Girgis
Also, lots of times in Megaman games, the camera doesn't just scroll. You might have to walk until the end of the screen, then it all just moves at once.