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#51 Jun 12, 2014 12:06 AM
- RadSpyro
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Re: Spyroforum Fan Game!
Awesome, I think we have enough people to get started then!
Great! I'm looking forward to getting started
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#52 Jun 12, 2014 3:30 AM
- Stormy
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Re: Spyroforum Fan Game!
I have no programming skills. But, I want to help. Are there any positions that require no coding skills? I do have Photoshop skills though.
Yeah, QA/testing has pretty much unlimited positions that'll involve just playing the game and looking for glitches.
Although if there are any fun glitches we might want to leave them in like 36 says.
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#53 Jun 12, 2014 5:43 AM
- CuttingEdge
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Re: Spyroforum Fan Game!
Can you count me in for testing? I'm pretty good at finding most obvious bugs and glitches.
Never ask what I'd do for a klondike bar. No one wants to go down that road.
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#54 Jun 12, 2014 6:05 AM
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Re: Spyroforum Fan Game!
I'd like to have someone like HelixSnake as a tester. He's a youtuber who spends his time finding hilarious glitches in games. I don't know how he does it, but he can exploit glitches in ANY game. Mostly, he just plays Skate 3, though.
Edit: Video
Last edited by Flapjacks (Jun 12, 2014 6:09 AM)
I'm not sorry if I offended you.
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#55 Jun 12, 2014 12:16 PM
- thetruefan
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Re: Spyroforum Fan Game!
I reccomend you to find the bugs and fix them, But, leave some glitches so the players could enjoy it
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#56 Jun 12, 2014 12:51 PM
- Gekoncze
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Re: Spyroforum Fan Game!
Okay, exams finished, I have some time to work on it now I guess I'll start with playing with Sheep's code and improve my js skills. If you have anything new Sheep, feel free to share!
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#57 Jun 12, 2014 2:15 PM
- Sheep
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Re: Spyroforum Fan Game!
Yay
I don't have anything new to share yet, except that the keyPress() function in keyboard.js needed a small update to ignore simulated key presses when you hold a key too long, like when typing:
k (quick press and release)
k (press, and release after about a second)
kkkkkkkkkkkkkkkkkkkkk (holding for a couple of seconds) )
I've now updated the downloadable zip in my previous post.
And I've been looking at the audio object, but I'm not quite sure how to make easy-to-use functions for it yet.
Oh, and Flapjacks, those are the most insane game physics glitches I've ever seen
Last edited by Sheep (Jun 12, 2014 2:16 PM)
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#58 Jun 12, 2014 2:31 PM
- thetruefan
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Re: Spyroforum Fan Game!
Yay
I don't have anything new to share yet, except that the keyPress() function in keyboard.js needed a small update to ignore simulated key presses when you hold a key too long, like when typing:
k (quick press and release)
k (press, and release after about a second)
kkkkkkkkkkkkkkkkkkkkk (holding for a couple of seconds) )▼Hidden textI've now updated the downloadable zip in my previous post.
And I've been looking at the audio object, but I'm not quite sure how to make easy-to-use functions for it yet.
Oh, and Flapjacks, those are the most insane game physics glitches I've ever seen
Good job!
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#59 Jun 13, 2014 6:22 PM
- Gekoncze
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#60 Jun 14, 2014 9:09 AM
- masterscorp
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Re: Spyroforum Fan Game!
Hi there,
I would love to work on this project.
I like writing, the QA and would like to try the level design(never did that before),
Here is some of my work if your interested:
http://mscorp6.deviantart.com/gallery/?catpath=/
Welcome to your destiny!
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#61 Jun 14, 2014 3:05 PM
- Gekoncze
- Baby Dragon
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Re: Spyroforum Fan Game!
I made a couple of changes in the code. I added mouse support and made a few visual changes in keyboard.js. I also added some testing ripto sprite there
http://mysharegadget.com/692543325
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#62 Jun 14, 2014 3:38 PM
- Sheep
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Re: Spyroforum Fan Game!
Great!
The mouse support will be good to have for an eventual level editor
And thanks for doing a bit of cleaning in keyboard.js ^^
Stormy, have you set up that GitHub repository yet?
Last edited by Sheep (Jun 14, 2014 3:40 PM)
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#63 Jun 14, 2014 4:08 PM
- Stormy
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Re: Spyroforum Fan Game!
I'm actually on vacation until Tuesday; I'll set it up when I get back. I actually didn't expect everyone to start writing code so soon.
Hi there,
I would love to work on this project.
I like writing, the QA and would like to try the level design(never did that before),
Here is some of my work if your interested:
http://mscorp6.deviantart.com/gallery/?catpath=/
Okay, both spots for writing are taken right now, but QA and level design are open.
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#64 Jun 14, 2014 7:26 PM
- RadSpyro
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Re: Spyroforum Fan Game!
Nice work, Sheep!
thetruefan, have you had any ideas yet?
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#65 Jun 14, 2014 7:51 PM
- NeoReaper
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Re: Spyroforum Fan Game!
Exams: Destroyed. Mental State: *bleep*ed.
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#66 Jun 14, 2014 9:46 PM
- Stormy
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Re: Spyroforum Fan Game!
Unfortunately I've decided to remove thetruefan's position in writing.
That means there's one position open now, though, for whoever wants it.
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#67 Jun 14, 2014 11:23 PM
- RadSpyro
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Re: Spyroforum Fan Game!
Okie dokie. Should I start brainstorming some (extremely loose) ideas in the meantime?
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#68 Jun 14, 2014 11:37 PM
- Stormy
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Re: Spyroforum Fan Game!
Yeah, definitely! Can't wait to see what you come up with.
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#69 Jun 15, 2014 8:42 AM
- Sheep
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Re: Spyroforum Fan Game!
I think we need to decide how the game's levels should be constructed, both before doing most graphics, and most of the programming.
Like... should the levels be grid-based, with all square blocks and a tile for each cell? How big are objects compared to those blocks? What is the general scale, 16x16 blocks, 32x32, 64x64 or something else? Slopes?
Or should it be a less uniform terrain made of 2d polygons, and possibly made visible with smaller image assets combined to resemble the polygon structure, like they do in for example Rayman Origins?
The second one would obviously be (much?)more difficult to make, and less fitting for pixel art graphics if we go for that, but I can clearly see how charging and super charging would work better with this kind of structure.
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#70 Jun 15, 2014 9:40 AM
- Gekoncze
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Re: Spyroforum Fan Game!
I was thinking of this too. Having it from 2d polygons would be cool :3 for example like it is in gex, but level made of block would be much easier, that's right. Idk how would the graphics be implemented in javascript with the polygons though. I did such thing only in opengl.
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#71 Jun 15, 2014 4:05 PM
- Sheep
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Re: Spyroforum Fan Game!
I'm pretty sure Gex is using the grid method
If we do polygons, there is the clipping path in the html5 canvas drawing functions.
Here's an illustration I made to explain how it can be done... First we have the polygon and a texture. By drawing the texture tiled, with the clipping path set to the polygon, we get the polygon filled with the texture. Then we can add a lot of various small graphics like grass, shadows or other details(I'll call them "details" from here on), to make it look like something. If we keep the polygon clipping path when drawing these, we get the lower left figure, otherwise the one to the right. We could also combine the two and have some "details" that are limited to the polygon, and some that stick out of it.
Now, doing all this drawing every frame wouldn't work(too slow), but if we rendered small sections of the level to their own canvases, which we in turn draw to the main canvas, it should work. We could have a set of canvases that together cover a bit more than the view area, and when Spyro and the view moves in one direction, we erase the canvases that cover areas Spyro are moving away from, and start drawing the portion of the level that is about to come into view.
Only the polygons and their "details" would be drawn to these canvases. First the background would be drawn to the main canvas, then the polygon canvases would be drawn to the main canvas, and then the objects on top of that.
Last edited by Sheep (Jun 15, 2014 8:10 PM)
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#72 Jun 15, 2014 11:45 PM
- RadSpyro
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Re: Spyroforum Fan Game!
I'm only familiar with the grid method, so I can't give a definitive response without knowing the polygon path
Before I start with the ideas, what time-zone would you all prefer? I'm just trying to get a feel of what characters/settings we'd prefer to see back, then I'll get some ideas sorted.
1. Takes place shortly after YotD.
2. Takes place shortly after AHT.
3. Undefined timezone.
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#73 Jun 16, 2014 4:18 AM
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Re: Spyroforum Fan Game!
How about no time zone in particular, just whenever, and contains whatever characters we want in it?
I'm not sorry if I offended you.
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#74 Jun 16, 2014 6:52 AM
- Sheep
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Re: Spyroforum Fan Game!
1. Shortly after YotD? While I like AHT a lot, I didn't really like it's new direction of the world and story.
But I also agree with Flapjacks.
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#75 Jun 16, 2014 6:42 PM
- GameBoyBlue
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Re: Spyroforum Fan Game!
I will take writer as level concept is full. I've run lots of forum games on GameFaqs and I'd like to improve my storytelling with practice. I'm in no matter how small or large this project becomes. For perspective, I am most familiar with the classic Spyro series, so I'd be most excited and best suited to do character dialogue and narration from that perspective. (which I imagine will be light anyway, with only the freed from crystal adult dragons, or npcs explaining something saying more than a simple help or thank you sentence)
Samples:
*crystal dragon statue shatters to reveal the dragon: brown, muscular, military voice (swamp dragon)*
Grimwark: Thank you Spyro, in this portal you won't go very far, because this is a 'time portal'. Only young dragons, such as yourself may enter, where you will go hundreds of years in the future... and can stop <villain> from sending back <minions> as an adult dragon! Find and destroy the <objective> to protect this realm. Then find a time portal in the other realms. Oh and Spyro, don't let being a big, strong, grown up dragon go to your head!
Spyro: I wouldn't think of it. I'm ready to squash <villain's> <minions> at any size!
Before I start with the ideas, what time-zone would you all prefer? I'm just trying to get a feel of what characters/settings we'd prefer to see back, then I'll get some ideas sorted.
I'd like to explore the time between Spyro 1 and 2, when Gnorc crystallized the dragons again. http://youtu.be/xCdZKpsHxDk?t=12s
Last edited by GameBoyBlue (Jun 16, 2014 8:18 PM)
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