Page 3 of 6
Posted: Fri Apr 01, 2005 12:51 am
by Falco Girgis
I think we should start on the mug this weekend. I'm itching to work on it. I'll also be working on the Null editor and I hope to god that TST will be working on the site...
Posted: Fri Apr 01, 2005 7:35 am
by JS Lemming
Arce wrote:I personally like Gyrovorbis's way best, but you could always just make the tiles 20x16 to fix that problem, JS Lemming.
I missed something. What was Gyrovorbis's way?
And the idea of lives and stuff at the top is just fine. We can take off the first two rows of the map and put like the players little icon and life and stuff up there.
Yes, lets start this weekend if we can. I bet you this will only take a few days. Graphics may take longer though.
Arce, what the crap are you talking about when you say I'm missing the point about the mulitplayer. Only two people can comfortably use the keyboard at a time. Its simple as that. Besides, the keys will not respond when more then like 7 are currently being pressed. Maybe even less.
Posted: Fri Apr 01, 2005 8:01 am
by Falco Girgis
Alright, yeah, we can put lives and stuff at the top.
JSL wrote:Yes, lets start this weekend if we can. I bet you this will only take a few days. Graphics may take longer though.
w00t, that sounds great.
We could use maybe a few special tiles. Like grass to slow you down or arrows to push you. Just a few little things to make it interesting, those really shouldn't make the game any harder.
Posted: Fri Apr 01, 2005 6:11 pm
by JS Lemming
Ah that would be awsome to have those moving arrow things so you could lay a bomb on it and it would be "transported" up someones arse.
Want to start tonight? I'll get on the MSN when i get done eating/cooking my pizza. We can discuss which tasks to do and work at lightning speed. Be thinking of classes and what'l be going in'em. Woot Woot.
Posted: Fri Apr 01, 2005 6:33 pm
by Falco Girgis
Yeah, I was about to ask the same thing about starting tonight.
I was also thinking the same thing about the arrows. Somebody lays a bomb and the next thing you know it's been carried up your grill...
I'm thinking. But I'm thinking of structs here... XD
Posted: Fri Apr 01, 2005 7:48 pm
by JS Lemming
Aww. You are gone from the MSn. Oh well, we can still comunicate without the limits of time in this here sanctuary. So, what about the following.
3 layer map. 1 layer for tile graphic. 1 for solid and destructable blocks. 1 for special things like the arrows and grass and such.
How about we make the arrows somewhat transparent so that the themed under tiles can still shine through a little. And animated in the direction thier going of course. Then y BRB: I sh;vved my cpntact behind my eye
Posted: Fri Apr 01, 2005 7:54 pm
by Falco Girgis
sounds good.
Oh and I'm on MSN
Oh, and I'm talking to you.
Posted: Sat Apr 02, 2005 4:39 pm
by JS Lemming
I've been working on a new editor for this. Just so you know. The old mario one was too advanced for something like this. And it will be easier just to make a new one then mod the old.
Posted: Sun Apr 03, 2005 1:46 pm
by Falco Girgis
Yeah, okay.
I've been really, extremely busy lately with driving, clothes shopping, coffee maker shopping, and the occassional video game playing.
I have, though, gotten some
really important stuff done. Like the whole struct/class layout and main stuff. I'll have a working demo-type deal with the main engine (crappy, placeholder graphics--just the engine) probably by tomorrow.
So yeah, please don't think you're the only one doing work here.
Also, I've got this stupid, freakin' computer science team program due tomorrow that hasn't even been looked at. More C string whore-age. Oh lord...
Posted: Mon Apr 04, 2005 7:35 am
by JS Lemming
WHAT! Working demo? I thought this was a joint effort? Save some for me foo.
Posted: Mon Apr 04, 2005 8:06 am
by Falco Girgis
Nah, this is just simple main engine crap. XD
Like walking and not being able to walk into walls... and drawing walls... oh, and bombs.
That's like it.
Bombs probably won't be that complete or ready either.
Posted: Mon Apr 04, 2005 8:51 pm
by JS Lemming
OH OH! Idea. What if we use a concept from Pac-Man. That of the ability to walk to the edge of the map, and if there isn't a solid there, walk on to the opposite side.
Posted: Mon Apr 04, 2005 9:31 pm
by Falco Girgis
Ooooooh, nice.
Posted: Tue Apr 05, 2005 6:09 am
by Falco Girgis
Worked on the demo .... a bit more.
Sorry about that.
Not only did I have the ACSL program to work on today, but I also have a C++ project due in like two days.
Also, some things for the story mode or whatever. I think it should be split up into worlds of four levels. Each world can be one them and yeah--you know.
But then the first level is you versus another guy. Then level two is you versus two other guys. Then level three is you vs. three other guys. Level four could then be the boss.
Posted: Tue Apr 05, 2005 7:33 am
by JS Lemming
What would a boss do differently then a normal AI person.
PS: This means that not only do we have to make AI, but we have to make it smarter or dummer based on how far you are in the story. Gunna be tough.