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#76 Aug 06, 2014 1:26 AM
- RangerOfIthilien
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Re: Spyroforum Fan Game - Week of June 23rd
I've been really behind on code reviews. Sheep and Geko, I'm gonna be reviewing all the commits made in the last couple weeks tonight, so keep an eye out for my comments. If you don't see any from me, it means I can't find anything that absolutely needs to be changed.
Edit: Looks good! I only had a couple questions
Last edited by RangerOfIthilien (Aug 06, 2014 1:37 AM)
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#77 Aug 08, 2014 2:19 PM
- Sheep
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Re: Spyroforum Fan Game - Week of June 23rd
I'm working on optimizing the level drawing and ended up going for a simple caching system.
Near polygons draw themselves and their "details" to it's own hidden canvas, which it in turn draws to the main canvas. They lose their cache canvases when they're too far away(and have to re-cache when getting closer again), so as not to take up too much memory unnecessarily.
It seems to work great, running 5-10 times faster.
I suspect weaker computers might have some stuttering when polygons get cached as they get closer to the view port, but I've not experienced it myself, so I'll have to wait and see how it runs for other people.
Edit:
Committed my changes.
http://host-a.net/u/Greenblizzard/Spyro … rawing.zip
Last edited by Sheep (Aug 10, 2014 12:05 PM)
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#78 Aug 11, 2014 12:41 PM
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
Wow it is much more smoother now! Good job
Last edited by Gekoncze (Aug 11, 2014 12:46 PM)
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#79 Aug 13, 2014 8:39 PM
- Sheep
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Re: Spyroforum Fan Game - Week of June 23rd
Is there currently anyone set to make sprites for Spyro? If not, I might take a shot at it.
If there is, I'll might try to add some gem and container objects with placeholder sprites.
Last edited by Sheep (Aug 13, 2014 8:41 PM)
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#80 Aug 13, 2014 8:44 PM
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Re: Spyroforum Fan Game - Week of June 23rd
No one else is working on it. If you wanted to do it that would be great!
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#81 Aug 13, 2014 10:39 PM
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Re: Spyroforum Fan Game - Week of June 23rd
That makes me wonder, have we devised a list of NPCs yet?
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#82 Aug 16, 2014 1:38 PM
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Re: Spyroforum Fan Game - Week of June 23rd
That makes me wonder, have we devised a list of NPCs yet?
I don't think so, but that is a good idea
Who do we have so far?
Gnasty, Ripto(?), Nestor... ?
----------
Some progress on the Spyro sprites...
I'm basing the sprites on screenshots/video recordings of the ps1 games, as that will give a much better result than if I designed it all myself.
So far I have an inanimate, colored Spyro, and a sketched run cycle made by outlining every fourth frame in a short video clip.
Next step is to color the run cycle with the those same colors. Then I'll make the other animations the same way.
Does anyone know how to get a good, straight on side view of Spyro while he's charging in the ps1 games?
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#83 Aug 16, 2014 4:51 PM
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
nice
The only place that comes to my mind are boss battles, since the camera look at the boss so maybe charging could be recorded nicely, but I can't try it right now since the new version of cdrom virtualizing tool I use suddenly stopped working with mdf/mds files
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#84 Aug 16, 2014 7:03 PM
- Sheep
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Re: Spyroforum Fan Game - Week of June 23rd
Ah, yes, boss battles... why didn't I think of that xD
Update:
Edit:
Edit:
Last edited by Sheep (Aug 20, 2014 5:31 PM)
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#85 Aug 17, 2014 11:12 PM
- RangerOfIthilien
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Re: Spyroforum Fan Game - Week of June 23rd
Those are awesome, dude
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#86 Aug 18, 2014 8:19 PM
- Sheep
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Re: Spyroforum Fan Game - Week of June 23rd
Those are awesome, dude
Thanks
Yet another animation(19 frames):
This one was more work than it looks like, as it now uses the exact same image for a lot of the body for most of the frames. Initially, I drew the whole of Spyro(except the head) once for each individual frame, but it turned out too wobbly, so I had to go through all the frames several times more to stabilize him
Last edited by Sheep (Aug 18, 2014 8:20 PM)
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#87 Aug 18, 2014 8:38 PM
- Gekoncze
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#88 Aug 18, 2014 10:09 PM
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Re: Spyroforum Fan Game - Week of June 23rd
Those are amazing, Sheep!
As for NPCs, which characters do we want to be in the game? How about minor characters that live in each of the levels?
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#89 Aug 19, 2014 12:40 AM
- RangerOfIthilien
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Re: Spyroforum Fan Game - Week of June 23rd
I nominate Moneybags. He was always so fun to hate.
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#90 Aug 19, 2014 12:54 AM
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Re: Spyroforum Fan Game - Week of June 23rd
He could make you pay to unlock some of the portals from the homeworld. For the levels themselves, he could work something like this (hopefully my expertly drawn diagram makes sense):
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#91 Aug 19, 2014 10:52 AM
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Re: Spyroforum Fan Game - Week of June 23rd
Yes, Moneybags must be in the game.
I'd also like to see the return of one or more balloonists. Maybe to transport Spyro to the boss.
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#92 Aug 19, 2014 11:49 AM
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Re: Spyroforum Fan Game - Week of June 23rd
Looking great, Sheep!
Okay, so confirmed (?) NPCs so far:
Gnasty Gnorc
Nestor
Ripto (main boss?)
Moneybags
Balloonists
I'd like to suggest these characters, how would people feel about seeing them again?
Hunter (only an idea, but maybe he could be trapped amongst the dragons for one reason or another? Just because getting himself into a jam like that would seem appropriate for him)
Bianca
Elora
The Professor (perhaps he could offer a powerup of some sort?)
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#93 Aug 19, 2014 7:45 PM
- Sheep
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Re: Spyroforum Fan Game - Week of June 23rd
Falling animation:
I noticed now that it's smaller compared to the others, and the jump sprite is slightly too big, so I'll have to resize these tomorrow
Last edited by Sheep (Aug 20, 2014 5:31 PM)
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#94 Aug 20, 2014 12:11 AM
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Re: Spyroforum Fan Game - Week of June 23rd
Oh my gosh! Those are amazing Sheep! Keep up the good work. I'm so excited to see where this project goes.
I love my staffies!
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#95 Aug 21, 2014 3:45 AM
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Re: Spyroforum Fan Game - Week of June 23rd
I have a bit of freetime, so I'll work on a Moneybags sprite.
I'll do it this time, Stormy!
DDR, so your sis hogs all the games? LOL
Skype: BigMeth007, feel free to add me.
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#96 Aug 21, 2014 8:18 PM
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Re: Spyroforum Fan Game - Week of June 23rd
I fixed the jumping and falling sprites yesterday, but was too tired to do more than edit them into my previous posts.
Today: charging!
This one also ended up slightly too big, so I have to fix that again.
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#97 Aug 21, 2014 9:17 PM
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Re: Spyroforum Fan Game - Week of June 23rd
A suggestion for the charging animation; at the end, it kind of clips back to the beginning, I suggest you add a frame or two to make it look more smooth.
I'm not sorry if I offended you.
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#98 Aug 22, 2014 10:14 AM
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Re: Spyroforum Fan Game - Week of June 23rd
Maybe... but the ingame animation is like that, with a kind of rough transition between the poses, coming from the charging motion
But I think the tail has a longer animation than I cared to include, and that strikes me as the most jarring "clip" effect here, so I'm going to make the tail behave differently in those frames I have.
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#99 Aug 22, 2014 12:11 PM
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
Sheep: Are you planing to do some cleanup with the collisions? It's a bit hard to understand. ^.^' There are some magical numbers and I don't know the differene between isCollision and onGround. Also, the xspeed is once reduced with isCollision (Enemy) and once with onGround (Spyro). (I was thinking of adding a gem type and there I need the collisions.)
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#100 Aug 22, 2014 2:35 PM
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Re: Spyroforum Fan Game - Week of June 23rd
Sheep: Are you planing to do some cleanup with the collisions? It's a bit hard to understand. ^.^' There are some magical numbers and I don't know the differene between isCollision and onGround.
Ah, sorry about that. And thanks for letting me know x)
The difference between isCollision and onGround is that isCollision tells if any part of Spyro's bounding circle touches the terrain, while onGround tells if he has ground under his feet(roughly). I hope the "magical numbers" you're talking about are those related to that.
Basically, onGround is set the same way as isCollision, but rather than using the exact center position and radius of Spyro, it tests with a very slightly smaller circle, moved down a very short distance. This way, onGround won't necessarily be true if the top of Spyro's circle touches the terrain, or if Spyro is trying to move into a wall, only when there is something directly and immediately below him.
The numbers used are just some that, afters some tweaking, seemed to work appropriately, allowing slopes until a certain angle(that I don't know exactly, but it looks about right) to count as ground, which he has friction on and can jump from, and past that angle, they are walls, which he only slides against.
Also, the xspeed is once reduced with isCollision (Enemy) and once with onGround (Spyro). (I was thinking of adding a gem type and there I need the collisions.)
That's because I didn't care exactly when Enemy is affected by friction, and didn't want to change the code for that there, since it's behavior is only temporary anyway(?), but with Spyro, I wanted him to only be affected when on the ground, and not by all collisions, because that is how it seems to works in the ps1 games.
I think now that it was also stupid of me to call the 'levelPart' thing just that, as it isn't entirely precise, but I couldn't think of what else to call it at the time, and I'm not really sure now either. I don't know if it confused you or if you even tried to look into it, but... it's basically a list of lines from a portion of the level terrain, and levelPartRemoveCircle(), for example, removes from that list, the lines overlapping a specified circle.
Anything more about it that confuses you?(which I also should try to clean up)
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