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#1 Jun 22, 2014 2:06 AM
- Stormy
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Spyroforum Fan Game - Week of June 23rd
Due to some issues in the last thread, I decided to start this one a little early.
This time I'm going to set up some rules about posting in here. Completely my fault for not doing so in the first place, so I apologize.
If there is a decision put to a vote, and you're not part of any team on this project, please respect that by not voting.
Everyone is welcome to give their opinions and ideas, but please keep in mind that team members have priority. Try not to overwhelm them with too many suggestions.
If you're having a personal problem with someone or something involving this project, please PM me instead of posting about it here.
Here's the list of teams again. There have been some updates - since we now have two code reviewers, and QA was getting pretty large, I've split QA into "Code Review" and "Testing." There is also a position newly open in Writing. If you are interested, please PM me.
Now that that's out of the way, here are the tasks for next week. The story is coming along nicely, and I can see some mechanics questions are being ironed out as well.
Writing: Work with Level Design to come up with a setting for the home world.
Programming: Continue discussing polygon vs. grid and 2D vs. 2.5D. See if you can work something out with Level Design and make a final decision. Send me your Github usernames if you haven't already.
Art: Continue working on that Spyro sprite, and a Nestor one as well.
Level Design: Work with Writing on the home world, and start designing it with gem placements and stuff like that. Also work with Programming on the formatting decisions above. Let Flapjacks (music) know when you've got a solid concept for a first home world.
Sound: Same as last time - keep working on the sound effects for those abilities. Again, not urgent, as we have nothing to implement them in yet.
Music: When you hear from Level Design about the home world, start working on a track that will fit its environment.
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.
Testing: Send me Github usernames, try out the latest version of the demo from Github, and make note of any issues you find. As with Code Review, don't worry about it too much; just do it if you want some practice. I will eventually need a Github username from you, though.
If I asked you for something, please try to have it done by the end of this week. If you can't, no pressure, but I'd like to know as soon as possible so I can adjust it.
Thanks for all your hard work so far, guys!
Last edited by Stormy (Aug 07, 2014 12:43 AM)
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#2 Jun 22, 2014 4:44 AM
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Re: Spyroforum Fan Game - Week of June 23rd
Wow, I haven't had to read over a page of things on this forum that were all posted in one day before, except in Spam. That was quite something. Anyway, once we have a basic layout of the homeworld, I will try to create a piece of music for it. Someone can get to me on that, once they feel it's finished enough.
I'm not sorry if I offended you.
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#3 Jun 22, 2014 6:02 AM
- Sheep
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Re: Spyroforum Fan Game - Week of June 23rd
Something I started wondering about now... who is responsible for coming up with enemies, their behavior and look?
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#4 Jun 22, 2014 6:16 AM
- Stormy
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Re: Spyroforum Fan Game - Week of June 23rd
I can see Art, Programming, Writing, and Level Design all coming into play with designing the enemies. That'll be a case where I think we'll need a general concept from Writing about the types of enemies, then the other teams will do their parts to bring them to life.
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#5 Jun 22, 2014 6:48 AM
- Sheep
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Re: Spyroforum Fan Game - Week of June 23rd
Okay, that make sense
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#6 Jun 22, 2014 12:11 PM
- Nobololol
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Re: Spyroforum Fan Game - Week of June 23rd
So Q&A need to send you Github usernames? I don't have one...
edit: Ok I made one but I have no clue how to use that site so I guess I have to learn btw my username is same as here
edit2: Sorry this post was kinda pointless
Last edited by Nobololol (Jun 22, 2014 12:17 PM)
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#7 Jun 22, 2014 12:41 PM
- Sheep
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Re: Spyroforum Fan Game - Week of June 23rd
KingLambda posted a guide for GitHub in one of the previous threads, if you haven't seen it yet.
One thing we probably could try to decide is what resolution the game should play in, as it's important both for the programming and art.
640 x 360 like the ps1 games? (also what the current demo thing uses)
640 x 480?
960 x 540? (1.5x ps1 resolution)
Something else?
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#8 Jun 22, 2014 4:15 PM
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
I like 640x480.
I tried making sparx object but I need the updated code from you Sheep because you made some important changes to it, hope you'll figure it out soon.
With keyword being deprecated lead me a couple of times to bugs by forgetting 'this' keyword just.. why?
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#9 Jun 22, 2014 6:05 PM
- Sheep
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Re: Spyroforum Fan Game - Week of June 23rd
I like 640x480 as well. It's the default size in GameMaker, so I'm very used to it :3
All I have left is to find a way to detect Internet Explorer to change the sound src url to have .m4a instead of .ogg. Then I'm going to submitt it! I look forward to seeing the Sparx
Myself, I have not yet removed the with statements from the current code ^^'
Edit:
Detecting the browser failed with IE 11. Only .mp3 seemed to work with it anyway. Now I'm looking into loading the sound files by adding them in audio elements in page.html.
Edit:
Oh, bliss, I discovered the "audioelement".canPlayType() function
Only problem now is the sound in IE is delayed by half a second >.<
Edit:
The delay problem is present even when an audio element that is visible on the page is clicked on to start playing. IE users will have to suffer or switch browser
Edit:
All this work just to get this mediocre result xD Well at least IE has audio now
Last edited by Sheep (Jun 22, 2014 7:29 PM)
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#10 Jun 22, 2014 8:24 PM
- RadSpyro
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Re: Spyroforum Fan Game - Week of June 23rd
I like 640 x 480 too!
As for levels then. Do our level design team have any ideas then? Ideally, it would be nice to have one level with a:
Morning backdrop
Evening backdrop
Night backdrop
Since it might be a fun little feature to watch as Spyro's adventure progresses (like with Conker's Bad Fur Day).
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#11 Jun 22, 2014 8:56 PM
- Sheep
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Re: Spyroforum Fan Game - Week of June 23rd
(...)
Ideally, it would be nice to have one level with a:Morning backdrop
Evening backdrop
Night backdropSince it might be a fun little feature to watch as Spyro's adventure progresses (like with Conker's Bad Fur Day).
I agree, it'll be a nice way to gradually build up the atmosphere before the (final) boss
A snow level in the evening or at sunset could be pretty :3
Edit:
I tried to commit my changes to GitHub, but I'm not sure it's working. They appear under 'unsynced changes', but when I try to sync, it tells me I cannot sync with uncommitted changes.
Edit:
I figured it out. I had to open Git Shell and type in 'git push'.
Last edited by Sheep (Jun 22, 2014 9:40 PM)
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#12 Jun 22, 2014 11:17 PM
- RadSpyro
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Re: Spyroforum Fan Game - Week of June 23rd
...
A snow level in the evening or at sunset could be pretty :3
...
Funny you mentioned a snow level, I was hoping for a level just like that!
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#13 Jun 23, 2014 7:30 AM
- NeoReaper
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Re: Spyroforum Fan Game - Week of June 23rd
Ill take that into note then? Snow Level with Evening/Sunset sky ^^
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#14 Jun 23, 2014 2:44 PM
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
Sorry for the wrong commit description :s I use other client and I guess it uses first line as the title and the rest for detailed description. I didn't know that.
Also, github seems to display tabs as 8 spaces but I have configured my editors to write 4 spaces instead. Should we go with tabs or spaces?
Last edited by Gekoncze (Jun 23, 2014 2:48 PM)
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#15 Jun 23, 2014 5:15 PM
- Sheep
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Re: Spyroforum Fan Game - Week of June 23rd
My program display tabs with a width of four spaces... But I would hate to type in four spaces all the time :S
I had to download your commit as a .zip because it by some reason didn't appear in my client, but that worked well enough.
You have my approval for all the changes to the code and structure
The sparx.png file was missing, btw, so the game got stuck on loading resources, which left me puzzled for a moment.
Edit:
Nice random sparx movement, feels much more like playing Spyro with him buzzing around
But I think this looks slightly better, at least it makes his movement more smooth, and the code is much shorter:
this.x += (a - this.x) * 0.2;
this.y += (b - this.y) * 0.2;
Edit:
Your commit appeared when I removed my local GitHub\game folder and clicked the Clone in Desktop button on the website.
Last edited by Sheep (Jun 23, 2014 5:41 PM)
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#16 Jun 23, 2014 7:05 PM
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
oh, I probably forgot to add the sparx png to the watch, now it should be there
if it was possible to make github display tabs as 4 spaces, it might not be a big problem then, you could use tabs and me spaces, but I can change my settings if needed, its just that I use the same app for other projects so I would need to reconfigure it over and over when I switch between them ^.^' or i could use that other app, but it lacks code completion : d
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#17 Jun 23, 2014 7:07 PM
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Re: Spyroforum Fan Game - Week of June 23rd
What represents a and b? Meaningful variable names are something important, it's just an advice For code clarity and consistence
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#18 Jun 23, 2014 7:13 PM
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
oh, those are just x and y coordinates of the destination where sparx should move. I'll rename it.
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#19 Jun 24, 2014 1:08 AM
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Re: Spyroforum Fan Game - Week of June 23rd
I'll be starting on work after July 2nd, I'm doing Summer School to graduate early.
DDR, so your sis hogs all the games? LOL
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#20 Jun 25, 2014 2:19 PM
- RadSpyro
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Re: Spyroforum Fan Game - Week of June 23rd
I've been talking with masterscorp, and they came up with a few new level ideas:
An evillooking electricity level
A dark tower level
A nice evening carnival like level with lots of lights.
Have we decided on a homeworld theme yet?
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#21 Jun 25, 2014 2:46 PM
- Gekoncze
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Re: Spyroforum Fan Game - Week of June 23rd
Programmers: I did some polygon testing. I can draw textured polygon and am working on the collisions (most of it done). I just wanted to ask if anybody of you is working on it or not so we don't do the same thing ^.^'
also to display files on github with tabsize = 4, make sure you put ?ts=4 at the end of the url like this: ".../master/enemy.js?ts=4"
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#22 Jun 25, 2014 2:48 PM
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Re: Spyroforum Fan Game - Week of June 23rd
You should open some TS or Skype on which you'll stay connected day long if you just have a repo without exclusive extraction methods to avoid this kind of issue
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#23 Jun 25, 2014 3:33 PM
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Re: Spyroforum Fan Game - Week of June 23rd
Programmers: I did some polygon testing. I can draw textured polygon and am working on the collisions (most of it done). I just wanted to ask if anybody of you is working on it or not so we don't do the same thing ^.^'
As a matter of fact, I am working on the same thing, at least the collision part xD But at the moment, I'm struggling with some bugs, so I guess I'll see how you're doing with your collisions.
also to display files on github with tabsize = 4, make sure you put ?ts=4 at the end of the url like this: ".../master/enemy.js?ts=4"
Good to know
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#24 Jun 28, 2014 12:21 AM
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Re: Spyroforum Fan Game - Week of June 23rd
Still no ideas for the homeworld? Perhaps a few ideas to help get the creative juices flowing?
-Artisans themed
-Dragon Shores themed
-Gnorc Gnexus themed
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#25 Jun 28, 2014 9:20 AM
- NeoReaper
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Re: Spyroforum Fan Game - Week of June 23rd
Still no ideas for the homeworld? Perhaps a few ideas to help get the creative juices flowing?
-Artisans themed
-Dragon Shores themed
-Gnorc Gnexus themed
Gonna play through a few of the Spyro game levels later to inspire my imagination!
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