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#1 Mar 08, 2013 12:28 AM
- ccrogers15
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Spyro Flights (Community Project)
Im working on ideas for a fan made "Flight" spyro.
You all remember the awesome flight levels that Spyro 1-4 had.
What if there was a spinoff that was simply just flight levels?
Im really only collecting ideas. But if i get the time i may be able to cook up a prototype in Unity 3D. Im good with unity and have made several prototype games with it.
So what my plan is, i want to get as many Classic Spyro fans on board as possible. I did the logo, and have ideas of stages, but what else?
Maybe us fans can make this a reality. Not many Spyro fan games get past storyboards. Id like to change that.
Wanna help? Let me know.
I would like some Model Riggers, Storyboard Editors, and Music designers.
Since its only a fangame, like though the game will contain music from past spyro games.
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#2 Mar 08, 2013 8:04 PM
- Gekoncze
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Re: Spyro Flights (Community Project)
Interesting... I've had similar idea about a month ago, but I don't have any time for it because of school... and I'm still "working" on the other game, but maybe in the future I could help.
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#3 Mar 08, 2013 9:51 PM
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Re: Spyro Flights (Community Project)
I've also had a similar idea, one or two years ago. My idea back then was an online multiplayer Spyro flight racing game, but I never tried to make anything of it.
Currently I'm spending most of my free time(or the part of my free time when I'm motivated for work) on my own, very Spyro inspired game.
Still, this is a game idea and a project I'd like to see come to life, so might try to help with some things. Interesting and fairly advanced, but not so big as to be unmanageable.
I have some, but very limited experience with Unity 3D, but I have used GameMaker(which I make my game with) for about 6 years and have learned quite a bit about 3d game making, though on a different level than unity, because GM has a very limited 3d functionality.
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#4 Mar 09, 2013 7:18 PM
- Gekoncze
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Re: Spyro Flights (Community Project)
because GM has a very limited 3d functionality.
That's why I gave up on it. I just needed something more than Gamemaker could provide, but still Gamemaker played really important role in the beginnings of my programming journey and I spent a lot of time with it in the past.
Of course writing (almost) everything from scratch in C++ is very difficult approach, but it gives you more freedom. It gets much easier by using good libraries. ^.^
As for my Unity skills, I downloaded and installed it about 2 years ago
that's all my experience with Unity ^.^
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#5 Mar 09, 2013 9:19 PM
- ccrogers15
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Re: Spyro Flights (Community Project)
Well, if nobody would like to code, i can do it.
But i would like to see ideas on types of speedways people would enjoy.
What kinds of Music the game should have, etc.
I was thinking that it should:
1. Have time limits
2. Be in 3D
3. Use music from Spyro 1-4
4. Have spliced in voices from Spyro 1-4
Another good idea i came up with, is a Crash Team Racing inspired thing. We could also have a racing mode where characters can race.
So an example: Elora and Spyro will race. If spyro wins: He will say something from the old series, like "You Got it!".
They should have voice acting, but spliced from the original games.
IT needs to be fully classic inspired. So no characters from Spyro a Heros tail trilogy (HT,Orange and SL), Legend of spyro trilogy or skylanders.
If people are interested in this, i could start this up. But i wont even attempt it unless we have people interested.
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#6 Mar 10, 2013 8:19 AM
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Re: Spyro Flights (Community Project)
I wouldn't mind doing some coding, I just don't know the "flow" of a unity game or it's engine very well. And of the different supported languages, I only really know javascript
An idea I have is a flying gameplay that I think would be fun(a bit more advanced than in the original games), where you have to flap your wings to gain some speed and altitude, dive to reach a really high speed, which you can turn in other directions and probably even do loops with. I think I'm going to try to make a prototype of this in GM to see if it is anything like I imagined and is fun.
The race mode with different characters sounds like a nice idea, but... how would Elora fly? Like hunter does, with fake wings?
In the race mode we could probably have powerups like rockets, speed boost, shield and fireballs. There could be traps or other hinderings too like a rotating wall with holes in it.
I agree with your list, and the rest of your post as well. Unless we can get a music designer to make some Spyro-ish music at least almost as good as in the original games.
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#7 Mar 10, 2013 8:58 AM
- ccrogers15
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Re: Spyro Flights (Community Project)
Actually, an easy way to go about doing it, is to design a game based off the already present "Plane" tutorial.
Design that to add flying and landing. Then replace the plane model with a animated and rigged spyro model.
Then 1 by one code and add Rings, Enemies, chests and races.
Since i know unity, if i had at least 5 other people on board, this could be completed in under a year, maybe less.
Since it would not be in depth and huge like the full games. Its only going to have flight levels. Probably a total of 10 levels, but different difficulties.
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#8 Mar 10, 2013 5:15 PM
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Re: Spyro Flights (Community Project)
I made a sort of prototype for my idea, you can see it here:
http://www.youtube.com/watch?v=CFvk0O12 … e=youtu.be
It didn't turn out exactly as I imagined it, I was for example not able to get the dive-to-gain-speed thing work very well. And having only a single flapping animation, Spyro is looking a bit stiff. This would still need some work, and I think the levels would have to be very open, with large rings and objects, so I'm not as sure about this idea now:P
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#9 Mar 10, 2013 5:49 PM
- Gekoncze
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Re: Spyro Flights (Community Project)
Since i know unity, if i had at least 5 other people on board, this could be completed in under a year, maybe less.
Did you also count debugging? Because it often takes more time than programming itself. But of course I don't know unity so idk how much it is automatised.
I made a sort of prototype for my idea, you can see it here:
http://www.youtube.com/watch?v=CFvk0O12 … e=youtu.be
Good job keep it up!
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#10 Mar 11, 2013 4:19 AM
- ccrogers15
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Re: Spyro Flights (Community Project)
I made a sort of prototype for my idea, you can see it here:
http://www.youtube.com/watch?v=CFvk0O12 … e=youtu.beIt didn't turn out exactly as I imagined it, I was for example not able to get the dive-to-gain-speed thing work very well. And having only a single flapping animation, Spyro is looking a bit stiff. This would still need some work, and I think the levels would have to be very open, with large rings and objects, so I'm not as sure about this idea now:P
Thats actually pretty good. If you could keep working on that it would be nice. But id try to perfect the model for spyro, as it seems kinda bulky.
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#11 Mar 11, 2013 7:53 AM
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Re: Spyro Flights (Community Project)
Thats actually pretty good. If you could keep working on that it would be nice. But id try to perfect the model for spyro, as it seems kinda bulky.
Yup, I'll work some more on it and try to improve it. As for the model, it was just something I made in half an hour in Blender to animate with my animation tool, just to have a Spyro-ish shape in my prototype, and was only intended for that. But I'll try to make him bend his body to match with his movement.
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#12 Mar 11, 2013 4:26 PM
- Gekoncze
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Re: Spyro Flights (Community Project)
I remember making a Spyro model in some gamemaker application a long time ago, but I haven't finished it.... I'll upload it just if it could help any of you, but it is not propably that difficult to make in blender ^.^
you can get it here
http://mysharegadget.com/737932080
or maybe faster here
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#13 Mar 12, 2013 10:45 AM
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Re: Spyro Flights (Community Project)
I did some small improvements to the controls, including acceleration and breaking. But most importantly, Spyro's no longer static.
The controls are still pretty difficult though, much as a consequense of the high degree of freedom. I really hope I can fix that o.o
Edit:
I fixed the left/right turning so that he no longer have to lie sideways in the air to turn, and made that part of the animation instead. Much better:)
Less like an airplane and more like Spyro.
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#14 Mar 12, 2013 4:15 PM
- RangerOfIthilien
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Re: Spyro Flights (Community Project)
Woah.
Dat flight animation
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#15 Mar 12, 2013 4:48 PM
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Re: Spyro Flights (Community Project)
Woah.
Dat flight animation
I simply made him morph between and combine 4 different poses depending on which way he's flying, while the wings flap independently.
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#16 Mar 13, 2013 1:23 AM
- Trasher258
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Re: Spyro Flights (Community Project)
I'll definitely be keeping my eye on this. I was helping out with something using Ultimate3D on top of GameMaker but looking at this... let's see where this goes.
I don't care how it looks but how it functions
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#17 Mar 13, 2013 1:54 AM
- ccrogers15
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Re: Spyro Flights (Community Project)
Got more info to add for my build. I will be animating and rigging some characters in blender.
The current characters i will have in the game are Spyro, Sparx, Elora, Hunter and Bianca.
Im thinking in game, your characters have unique flight methods.
Spyro and sparx use wings, Elora uses a jetpack, Bianca uses magic, Hunter uses his fake wings as seen in Spyro 2 riptos rage.
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#18 Mar 29, 2013 8:34 AM
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Re: Spyro Flights (Community Project)
Im thinking in game, your characters have unique flight methods.
Spyro and sparx use wings, Elora uses a jetpack, Bianca uses magic, Hunter uses his fake wings as seen in Spyro 2 riptos rage.
This seems like the best and most obvious way to do it, but I'm a little bit concerned about the difference between the characters and flight methods, but with the same controls(or else it would be unbalanced). Especially Sparx, because he is so much smaller than the others, it will surely be strange if he has the same controls and movement.
If it turns out to be a problem, it can probably be reduced somewhat with slightly different speed and turning abilities for the different characters. Maybe he could be a slightly larger than normal too.
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#19 Mar 29, 2013 2:22 PM
- Gekoncze
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Re: Spyro Flights (Community Project)
ccrogers15 wrote:Im thinking in game, your characters have unique flight methods.
Spyro and sparx use wings, Elora uses a jetpack, Bianca uses magic, Hunter uses his fake wings as seen in Spyro 2 riptos rage.This seems like the best and most obvious way to do it, but I'm a little bit concerned about the difference between the characters and flight methods, but with the same controls(or else it would be unbalanced). Especially Sparx, because he is so much smaller than the others, it will surely be strange if he has the same controls and movement.
If it turns out to be a problem, it can probably be reduced somewhat with slightly different speed and turning abilities for the different characters. Maybe he could be a slightly larger than normal too.
I think that Bianca already knows solution for this ifyouknowwhatImean
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#20 May 10, 2013 11:15 PM
- spyro-starfan20
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Re: Spyro Flights (Community Project)
any progress of the game?
I'm a spyro the dragon fan this is the best dragon.
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#21 May 11, 2013 9:51 AM
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Re: Spyro Flights (Community Project)
Not as far as I know.
So I decided to try to make a level design concept:
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#22 May 11, 2013 3:12 PM
- Gekoncze
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Re: Spyro Flights (Community Project)
Wow, that looks cool! How did you make that?
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#23 May 11, 2013 5:03 PM
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Re: Spyro Flights (Community Project)
With Gimp and a wacom bamboo tablet.
The colour scheme was partially based on Alpine Ridge from Spyro 1
Initially, I tried to make a Beast Makers-ish swamp, but I wasn't able to figure out how to make the same kind of islands or walls as in most of the speedways and at the same time keep to the theme, so I scrapped that and instead started with the underlying shape of the terrain and built on that, which led to this.
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#24 May 12, 2013 11:17 AM
- Nobololol
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Re: Spyro Flights (Community Project)
When did this place open for everyone?
This sounds very cool
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