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Null updates, info, and development.
Posted: Sat Jan 08, 2005 8:49 pm
by Falco Girgis
Null is a miniproject I've started to coexist with JSL's DC minigame. "Null" is what I've decided to name it. It is an (EXTREMELY) evolved version of the DCTile Demo.
The object is to make a decent sidescroller. As the name implies, it is really random and freaky. It'll be hopefully enjoyable and it'll definately leave the player with a nice :watiff: feeling.
At the moment it's some hybrid version of Gemini Man's level on MegaMan 3.
Null updates, info, and development.
Posted: Sat Jan 08, 2005 9:00 pm
by Falco Girgis
Okay, once again I've been working all day on this project. Arce is getting the tiles closer to perfection (not quite perfect yet). Thanks to Tvspelfreak, we've got the scrolling working EXACTLY like Megaman.
I'm considering keeping the whole game tiles and having characters, enemies, and the boss or whoever just shapes. Several people have told me it's pretty hilarious and it should stay like this.
I'm going to start working on level design full force now, and when we've got a respectable level, I'll start working on enemies.
The game will be full of secrets, randomness, and other abilities. Debug mode is also a feature that will hopefully be available to those of you with DC keyboards.
I'm also considering 4 player story mode Sonic 2 & 3 style.
So here's the latest:
Here's the visual development journal (we need pictures of Tvspelfreak!):
Arce is ripping tiles for our levels.
In order to make NULL, I was forced to revisit my roots. I'm busting out the NES with MegaMan 3.
That's me beta testing.
Posted: Sat Jan 08, 2005 9:21 pm
by JS Lemming
Looking good! Your miniproject will probably surpass my minigame.... but I'll try to make it koo. (its going to be insanly cheap!).... just to be on the safe side.... you guys DO enjoy bloodspray don't you?
BTW, I think I have the Exact same DC controller as you Gyrovorbis.
Question: Are you loading each tile seperatly? Or are you splicing a set? And are those bullets I see in shot 1 and 2?
Posted: Sun Jan 09, 2005 12:04 am
by Falco Girgis
I like cheap games. :!!!!:
YES, random bloodspray is good.
I was actually planning on using the ported blood engine from a while ago. Bleeding squares, anybody? Not really in massive amounts though, more or less the same amount of blood as Mario TLC.
Yeah, I think we do have the same controllers. That controller is so 1337.
Actually, in this case we ARE loading every tile individually. I don't really condone that and we have over 60 tiles right now, but I've already started and it'll get the job done.
The red 4x4 quads are bullets, yes.
I have your CD all ready to send. I would send it now, but mail isn't going until Monday. BTW, lemme just confirm your ZIP code again. What is it?
Posted: Sun Jan 09, 2005 1:01 pm
by JS Lemming
My zip is 37043. And Arce said he too would send the CD if fail to do so. Thanks!
Does anybody remember what dimmensions loaded images could be? I forgot. And can we use any combination of those dimmension for width and height?
Posted: Sun Jan 09, 2005 4:47 pm
by Falco Girgis
PVR loads images in powers of 2 no smaller than 4x4 and no bigger than [some huge number that I forgot]. Yeah, you could load a 16x128 image, a 32x64 image, etc. You can mix sizes.
Posted: Sun Jan 09, 2005 5:18 pm
by Guest
Like my still-screwed up sprites? PH33R!
Posted: Sun Jan 09, 2005 5:23 pm
by Tvspelsfreak
No smaller than 8x8.
No bigger than 1024x1024.
Posted: Sun Jan 09, 2005 5:59 pm
by Falco Girgis
whoops.
Posted: Sun Jan 09, 2005 8:03 pm
by JS Lemming
But ANY combination of those right? Say 8x1024 would work?
Posted: Sun Jan 09, 2005 8:19 pm
by Falco Girgis
yes.
Null updates, info, and development.
Posted: Mon Jan 10, 2005 9:17 pm
by Falco Girgis
Today was my first day of school and I really didn't get too much done. At first, the map was being really bitchy and I couldn't figure out why. Then, after half an our of debugging, I saw that it was simply because I had an extra space!
Anyway, like I said I didn't get much done. I did, however, take a screenshot because I'm so awesome:
As you can see, I worked on tiles more. I worked on synchronizing them with the ones in the game and such. Yes, I know some aren't lined up now. Who cares? I'll fix later.
Also, I got "shootable" tiles done. I'm shooting holes in that wall of circles. Ph33r!
Until tomorrow!
Posted: Tue Jan 11, 2005 2:26 pm
by spideyspiderman2000
Dude, that game looks SOOOOOOOO awesome. But alas, I don't have a DC
Looks good though. I'd play it if I had a DC! :D
Posted: Tue Jan 11, 2005 3:46 pm
by JS Lemming
Yes, I know some aren't lined up now. Who cares? I'll fix later.
What do you mean lined up???
Posted: Tue Jan 11, 2005 5:48 pm
by Falco Girgis
spideyspiderman2000 wrote:Dude, that game looks SOOOOOOOO awesome. But alas, I don't have a DC
Looks good though. I'd play it if I had a DC! :D
I was actually planning on porting it to the PC after I was done sometime. Maybe during or after NEStix as a side project. There really isn't too much that I'd have to change.
JS Lemming wrote:
Yes, I know some aren't lined up now. Who cares? I'll fix later.
What do you mean lined up???
Look at the last image I posted. See the huge tiles? Notice that one sliced in half?
I was working on level design in school today. I'm going to get to work now.
And I was also thinking about other things like secrets and stuff. Remember how MegaMan dies in the games? He blows into little white balls? I'm going to make your character blow into four quads that rotate and bounce off walls. Oh, and probably some blood.
Well, gotta get to work on level 1!