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#126 Sep 21, 2014 9:39 PM

Sheep
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Re: Spyroforum Fan Game - Week of June 23rd

Last edited by Sheep (Sep 21, 2014 9:40 PM)

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#127 Sep 22, 2014 9:43 AM

Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd

o.o no wonder it took you so long, there's a lot of new code! The game loooks much better now big_smile

Edit: Added fede in/out effect. Enemies now also drop gems. smile
What about gem boxes? Should they be walk-through? And what kinds of them are we going to have?

Last edited by Gekoncze (Sep 27, 2014 11:25 AM)

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#128 Sep 28, 2014 3:35 PM

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Re: Spyroforum Fan Game - Week of June 23rd

Last edited by Sheep (Oct 12, 2014 3:21 PM)

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#129 Oct 19, 2014 1:45 PM

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Re: Spyroforum Fan Game - Week of June 23rd

Nice! smile Glad the head is not like in the original games tongue

Added some chests, but I'll let the collisions up to you Sheep.

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#130 Oct 19, 2014 5:42 PM

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Re: Spyroforum Fan Game - Week of June 23rd

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#131 Oct 26, 2014 10:05 AM

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Re: Spyroforum Fan Game - Week of June 23rd

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#132 Oct 28, 2014 5:53 PM

Sheep
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Re: Spyroforum Fan Game - Week of June 23rd

Yes, it does look a bit small... Maybe bigger by a half would be right?
It's one of those things that's difficult to decide. When I play the games, I mostly see the vases from a distance, and so think of them as being smaller than they actually are.

Good job, Geko:)

I've been really busy lately, so I haven't had time to look at the game or code, but I'll see if I can get something done tomorrow. Perhaps collision with vases/baskets, and maybe some graphics other than Spyro himself tongue

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#133 Oct 28, 2014 8:37 PM

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Re: Spyroforum Fan Game - Week of June 23rd

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#134 Nov 17, 2014 5:12 PM

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Re: Spyroforum Fan Game - Week of June 23rd

Got you added, Mateos. Sorry for taking so long! D:

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#135 Nov 22, 2014 2:42 PM

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Re: Spyroforum Fan Game - Week of June 23rd

/*
    Requires object to have following properties:
        x, y, xspeed, yspeed, radius
*/
function objectXlevelPartCollision( object, levelPart )
{
     ...
     ...    some code
     ...

        //Then, in general, do this a number of times:
        //1. Check if object is colliding with any lines.
        //2. Move out of the nearest line
        //Repeat the above two
        var g = 7;
        while (g--){

            var info = {
                xDiff: 0, //Difference between the nearest point on the wall and object's position
                yDiff: 0,
                sqrDist: sqrRadius, //The squared distance between object's origin and the nearest point on the wall
            };

            //Find the required relationship information between object and the nearest line
            for(var n = 0; n < l; n++){

                var polygonInd = levelPart[n].polygonInd;

                if( ! overlappingPolygons[polygonInd] ){
                    var pointInd = levelPart[n].pointInd;

                    var poly = polygons[polygonInd];
                    var px = poly.position.x;
                    var py = poly.position.y;

                    var p1 = poly.points[pointInd];
                    var p2 = poly.points[(pointInd + 1) % poly.points.length];

                    var np = nearestPointOnLine(object.x, object.y, p1.x + px, p1.y + py, p2.x + px, p2.y + py);
                    var xx = np.x - object.x;
                    var yy = np.y - object.y;
                    //If the polygon is jumpthrough and object is not above the line, skip it.
                    if( ! (yy - offset < 0 && poly.jumpThrough) ){
                        _updateNearestWallInfo(object, info, xx, yy);
                    }
                }
            }

            _findNearestChest(object, info);

            //Push object out of the nearest wall
            if(info.sqrDist < sqrRadius){
                isCollision = true;
                var pushFactor = (object.radius - Math.sqrt(info.sqrDist)) / object.radius;
                object.x -= info.xDiff * pushFactor;
                object.y -= info.yDiff * pushFactor;
            }
        }
    }

    //Calculate a new directional speed based on the movement this step.
    object.xspeed = object.x - xprev;
    object.yspeed = object.y - yprev;

    if(object == objSpyro) debug("Spyro y: "+object.y);
	
	return isCollision;
}

function _findNearestChest(object, info){
    // Find nearest chest
    var chest = null;
    for(n = 0; n < objLevel.ChestBasket.length; n++){
        chest = objLevel.ChestBasket[n];
        if(!chest.alive) continue;

        // get nearest point on the chest
        var dir = objectDirection(chest, object);
        var npx = chest.x + chest.radius*Math.cos(dir*Math.PI/180);
        var npy = chest.y - chest.radius*Math.sin(dir*Math.PI/180);

        var xx = npx - object.x;
        var yy = npy - object.y;

        _updateNearestWallInfo(object, info, xx, yy);
    }
}

function _updateNearestWallInfo(object, info, xx, yy){
    var d = xx*xx + yy*yy;

    //Check if the wall is touching object, and if it is the nearest this far
    if( d < (object.radius*object.radius) && d < info.sqrDist){
        info.xDiff = xx;
        info.yDiff = yy;
        info.sqrDist = d;
    }
}

Last edited by Gekoncze (Nov 22, 2014 2:47 PM)

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#136 Nov 22, 2014 5:50 PM

Sheep
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Re: Spyroforum Fan Game - Week of June 23rd

I got the same problem... I had programmed chest collision, and then got to that jump-through platform dilemma. But my solution to the on-ground proxy jump effect was to, when he's on the ground use a slightly different collision code. I don't think Spyro should be able to stand on the chests, except possibly target chests.
Anyway, when the chest collision work stopped, I decided to try making a background and portal instead, although the portal is just a visual at the moment, and the background isn't big enough. But that's as far as I got before school got more demanding tongue

If you want, I can commit what I have, but I'm not sure whether it should be on the master branch or not, as all of it is incomplete.

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#137 Nov 22, 2014 8:44 PM

Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd

oh, so, does the collision with the chests work? maybe you could upload some of it big_smile I would like to add some things to it!

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#138 Nov 23, 2014 8:46 AM

Sheep
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Re: Spyroforum Fan Game - Week of June 23rd

It works, but there's still the problem with jump-through platforms.
Anyway, comitted.

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#139 Nov 23, 2014 4:58 PM

Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd

good job!
looks much better with the background big_smile

Last edited by Gekoncze (Nov 23, 2014 4:59 PM)

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#140 Jan 05, 2015 10:04 PM

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Re: Spyroforum Fan Game - Week of June 23rd

Last edited by Gekoncze (Jan 05, 2015 10:05 PM)

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#141 Jan 07, 2015 1:39 PM

Sheep
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Re: Spyroforum Fan Game - Week of June 23rd

I'll try testing it a bit and see if I encounter the bug!
I'm still a bit too occupied to actively work on this at the moment, but I hope to do something soon-ish hmm

Edit:
I couldn't find the bug, no matter what I tried to do. The things seem to work really well, so good job! big_smile

Last edited by Sheep (Jan 07, 2015 1:59 PM)

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#142 Feb 01, 2015 12:31 AM

Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd

Sooo, I have the panel and speech box / dialog finally done! Still working on Moneybags (need to save state into save data and check for gem count) smile

The dialog class might still change depending on the needs, especially for level editor support.
Right now, the pages are displayed in the order they are put into the array, but I can also change it so each page has an id of next page if needed.

There could be some dynamic objects that could change size, position and/or rotation. Each of this object will have defined its change parameters when created (ie move 64px left, rotate 45°, ...). There could be a dialog sub-editor in the level editor, where you could add pages and choose which object to change when an option is triggered (or to do some other action from a list).

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#143 Feb 01, 2015 10:58 PM

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Re: Spyroforum Fan Game - Week of June 23rd

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#144 Feb 02, 2015 12:38 PM

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Re: Spyroforum Fan Game - Week of June 23rd

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#145 Feb 04, 2015 9:48 PM

Sheep
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Re: Spyroforum Fan Game - Week of June 23rd

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#146 Mar 03, 2015 7:30 AM

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Re: Spyroforum Fan Game - Week of June 23rd

The ideas seem nice. Anything I should do since I only do voice over?

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#147 Mar 03, 2015 9:41 PM

Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd

I don't know if we're going to have voices in this game. If yes, then why not.

What we need a lot is somebody to do graphics, since RadSpyro didn't take a visit here for a long time.. I try to fight with it a bit, creating moneybags sprite big_smile but it takes a lot of time, which I have less again now because next half year of uni.

Last edited by Gekoncze (Mar 03, 2015 9:43 PM)

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#148 Mar 03, 2015 11:06 PM

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Re: Spyroforum Fan Game - Week of June 23rd

Oops, forgot we didn't already have that assigned as a job. tongue

But once we get the script written (UpDownLeftWrite, RadSpyro, you guys around?), I don't see any reason not to have voice acting if someone's available to do it.

Maybe Flapjacks would want to do some of the voices too?

Although if we need any female voices, I'm not sure what we're going to do. I guess I could try doing them, but my voice acting might not be that great. tongue

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#149 Mar 04, 2015 1:52 AM

36IStillLikeSpyro36
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Re: Spyroforum Fan Game - Week of June 23rd

Last edited by 36IStillLikeSpyro36 (Mar 04, 2015 1:53 AM)

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#150 Mar 04, 2015 5:22 AM

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Re: Spyroforum Fan Game - Week of June 23rd

I can totally do voices, I just don't know which ones I would do. I think you guys know what my voice sounds like at this point tongue
Also, sorry to say, but when I said I could do music, I was going through a sort of phase where I thought I could make music, but that kind of passed. Sorry about that, but I still want to help this project in any way I can.
To whoever will do the music, I will gladly give them a folder containing all of the audio samples I gathered from the soundtrack of the Spyro games.
I'm still dedicated to helping this project, so I'll do voices, maybe some writing if those guys are unavailable, level design? maybe? Game design is a thing I like to dabble in the idea of, and I consider myself fairly knowledgeable in how it works, stuff like that.
But, yeah, sorry for the problems, I'm bad at figuring out what I'm good at. I know you wanted dedicated people for the project so feel free to give me hell lol.

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