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#126 Sep 21, 2014 9:39 PM
- Sheep
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Re: Spyroforum Fan Game - Week of June 23rd
Finally made my commit Sorry for taking so long(a week longer than I anticipated xD) :S
For non GitHub people:
http://host-a.net/u/Greenblizzard/SpyrogameSprites.zip
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
Edit: Added fede in/out effect. Enemies now also drop gems.
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
Good, good
Gem box walk-through-ability... I think not, as that would reduce the sense of impact when you break them.
I'd like to have the standard vases and baskets, the spring chests from Spyro 1 (those where the gem pops up when you flame or charge into it), explosive vases, butterfly jars, and some of the reinforced chests, but I'm not sure which at the moment.
Edit: 12.10.2014
Made the charge crash sprite
Last edited by Sheep (Oct 12, 2014 3:21 PM)
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#129 Oct 19, 2014 1:45 PM
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
Nice! Glad the head is not like in the original games
Added some chests, but I'll let the collisions up to you Sheep.
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#130 Oct 19, 2014 5:42 PM
- Mateos
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Re: Spyroforum Fan Game - Week of June 23rd
Code Review: Send me Github usernames and look over what we've got so far on Github and give your comments/suggestions. Mostly just for practice right now since we're still pretty early on; don't worry about it too much right now.
Sorry missed this part :x
Mateos81
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#131 Oct 26, 2014 10:05 AM
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
I tried adding the vase sprite I've seen lying here before. It seems to me its too small. What do you think?
also, I added some butterflies!
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#132 Oct 28, 2014 5:53 PM
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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
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#133 Oct 28, 2014 8:37 PM
- Gekoncze
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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?
Yup, bigger by half could do it. I agree its a bit difficult to decide. For some reson it seemed to me too small especially when jumping/gliding over it.
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
I also got a bit busy now, especially because of uni. I also bought a book about developing games for android but I'll have some time for this project too.
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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
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
So I got an issue. If there is a chest on jump through platform, how should it affect Spyro's movement? (assuming chests are not walk through) Also, should Spyro be able to stand on the chests?
and...
SHEEP HELP!! D:
I tried implementing the chest collisions since I saw you've had so much stuff to do, but its weird... It works only when spyro is not sticked to the ground (= when stick to ground function commented out). What happens is that when walking to the chest, spyro stops, but his y position behaves very weird o.O causing proxy jumps at certain times.
What I simply did was editing the objectXlevelPartCollision, making chests (baskets only) move spyro away the same way as lines.
Here's the part of code I edited in object.js:
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
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 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
Last edited by Gekoncze (Nov 23, 2014 4:59 PM)
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#140 Jan 05, 2015 10:04 PM
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
I added sparx colors and save game data, but there is a minor bug which I can't seem to reproduce. It happened to me only 2 times. (when I randomly collected gems, killed enemies / chests and switched levels) It makes 4 holes of 0's in the output under the game window in "Gems collected:" when all the gems are already collected. I'll try to fix it as soon as possible. Testers can help me find it too, if there are any. I just need to know when exactly does it happen.
Next time I'm gonna add in-game panel displaying gem count and lives. We need some sprites for gems! (is RadSpyro still participating?)
Last edited by Gekoncze (Jan 05, 2015 10:05 PM)
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#141 Jan 07, 2015 1:39 PM
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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
Edit:
I couldn't find the bug, no matter what I tried to do. The things seem to work really well, so good job!
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)
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
Ah, man, I need to get back to this project:P
This week...! (hopefully )
There could be some dynamic objects that could change size, position and/or rotation.
Change size, position and/or rotation of what? Some part of the displayed dialog?
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#144 Feb 02, 2015 12:38 PM
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
There could be some dynamic objects that could change size, position and/or rotation.
Change size, position and/or rotation of what? Some part of the displayed dialog?
I mean the polygons - terrain. When Spyro for example pays Moneybag, a bridge would scale out.
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#145 Feb 04, 2015 9:48 PM
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Re: Spyroforum Fan Game - Week of June 23rd
I mean the polygons - terrain. When Spyro for example pays Moneybag, a bridge would scale out.
Oh, yes! That's a good idea
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#146 Mar 03, 2015 7:30 AM
- Spyro1267
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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 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.
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.
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#149 Mar 04, 2015 1:52 AM
- 36IStillLikeSpyro36
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Re: Spyroforum Fan Game - Week of June 23rd
i can also do various different voices if necessary.
https://www.youtube.com/watch?v=q6ZPRtU … 5&index=29
https://www.youtube.com/watch?v=mBLM1T_ … 5&index=38
https://www.youtube.com/watch?v=e5b7KM2 … 5&index=44
^ i also have better audio recording equipment than this.
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
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.
I'm not sorry if I offended you.
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