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Thread: WILL's Prototype Designs

  1. #51

    WILL's Prototype Designs

    That run does look better. Smoother.

    Waiting to see the opening cutscene.

  2. #52
    Co-Founder / PGD Elder WILL's Avatar
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    WILL's Prototype Designs

    Well good new, I've got the basics of the game engine setup... So I can demo the sprite animations in the game engine now.

    I've also managed to add proper scrolling, teleporters, ladders, platform tiles and hopefully soon weapons firing... for both directional and normal shooting.

    Next will be dying, explosions, weapons animations. Then scripted objects such as upgrades, power-ups, generic enemies and other things.

    Ah the fun of designing a game engine. It's been so long...

    Oh btw, it's all being developed under Lazarus. And everything is cross-platform compatable.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  3. #53

    WILL's Prototype Designs

    Oh it's WILL!

    *Sits up straight, Closes solitaire, Hides the magazines under the desk*
    'Morning Sir, I've been working hard all day.'


    Cool, looks like you've done a lot to the engine. Can't wait for a demo.

  4. #54

    WILL's Prototype Designs

    Making a silent comeback, eh

    Welcome back WILL

  5. #55

    WILL's Prototype Designs

    A very silent comeback.
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  6. #56

    WILL's Prototype Designs

    who's this WILL guy

    welcome back WILL
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  7. #57
    Co-Founder / PGD Elder WILL's Avatar
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    WILL's Prototype Designs

    I'm not so elusive am I?

    So K4Z hows the sprites coming along? Send me a PM for the cut-scene/tilesets. I am dying to see what you have been thinking up.

    Also a revised version of the player's frames would be handy. I wanna see him jump and fall too!

    The only other ones remaining would be the taking damage, climbing (1 for ladders, 1 for rope/chains) and shooting his main weapon.

    Other weapon animations will be needed later, but thats for later functionality of the engine.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  8. #58

    WILL's Prototype Designs

    Ok, I PM'd you a sprite sheet with a jump animation.
    It will probably need a lot of tweaking, I'd have to see how it looks in the game. It could do with a few more frames too, I guess it depends on how long the player spends in the air .

    ---

    I haven't had any time to work on much over the last few weeks. But I do have a small handful of model ideas. I'll go through what I've done and see if there's anything worth posting at this moment.

    Heh heh, I didn't get nearly enough finished of what I wanted to get done while you were away, but I'm still enthusiastic about the project .

    Looking forward to the demo .

  9. #59
    Co-Founder / PGD Elder WILL's Avatar
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    WILL's Prototype Designs

    Hey K4Z, I've managed to get a decent climb animation routeen in the engine. System was running like crap when I polished it off so I can't tell if the timing is good or not. :think:

    How are the tilesets coming? I would love to see this guy running around in a proper 3D pre-rendered enviroment.

    I was thinking about the tile layers...

    There would be a scrolling/panaoramic/animation layer[size=9px](BG Layer)[/size] then on top of that the layer that the player interacts with(platform tiles, object tiles, ladder and rope tiles and damaging and kill tiles too)[size=9px](OBJ Layer)[/size] then on top of that a foreground layer for cosmetic effect (secret walls, pillars, waterfalls, grass, trees, etc)[size=9px](FG Layer)[/size].

    Make-up of the game display:

    BG Layer - would be filled by default with a full screen, panoramic or a simple animation routeen.

    * Particle Effects - like stars, rain, a sand storm, sonic speed, etc. will be drawn onto the BG Layer to add life to the backgrounds.

    OBJ Layer - will be an array of tiles to be drawn on top of the BG Layer and will also contain map data for game object interaction.

    * Game Objects - will all be drawn onto the OBJ Layer!
    * Special Effects - will be drawn on OBJ Layer next!

    FG Layer - will simply be an array of tiles tobe drawn on top of the OBJ layer and game objects with NO map data.

    * Game Meters and Labels - will be drawn onto of the completed FG Layer and below.

    Menus - I'd like to have glass screen/holographic looking menus in the game to add the the futureistic effect. These would be drawn on top of everything should there be any in-game Pause Menus.


    Perhaps that'll give you some ideas to play with. OBJ and FG layers will have transparent sprites where as the BG Layer will not. And some of the special effects may make use of low-end 3D hardware accelerated or software rendered routeens.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  10. #60

    WILL's Prototype Designs

    < PM'd >

    Those ideas sound good, looks like you've covered most things.

    I do have an Interface idea, I'll post some shots soon.


    Can you post an updated version?, so I can see how the climb animation worked out.

    Also, have you done much work on the map editor? It will be easier to make tiles once I have something to work with .

    Laterz.

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