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 Post subject: The Twisted Dream, (Scrapped)
PostPosted: Wed Feb 15, 2012 5:51 pm 
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Image

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Drowning, and damage halo effect.


ive decided to make a bunch of improvements, and thoroughly test everything.

ive improved the violence system, so that rather than a simple animation,
the blood is actually sent flying, and can splatter on nearby obstacles.
this also shows the punching bag (placeholder enemy) for testing common enemy events.

ive also branched this to operate other effects, such as sparks when you strike the wall,

The run time engine value adjustment system still exists, and has been branched out to adjust the underwater physics as well.

As i noted before i sent the thread lock request on the origonal thread,
I am taking things slow, and making sure this is done right this time.

Credit to supernova for the new improved Sword animation as well as the old one :)
Image
He would appreciate feedback as well
a quick bugfix:

Luigi no longer sinks like a block of lead in water,
The Gravity now affects your falling speed
underwater Jump Strength is now adjustable :whoops:
HOPEFULLY fixed the lag problem NO PROMISES!

You also have a chance to see the weapon level up system, though its incomplete.

feel free to fill me in on any more problems

DOWNLOAD HERE!
(thanks again for helping with hosting miles)

---update---
Supernova made an aerial attack animation for the sword, which was implemented immediately.

---Another Update-----

Okay, Fixed the last bug that was spotted, and continued development on the engine,
Controls have been rewritten:
Z=Jump
X=Run
C=Attack
SPACE= Switch weapon,

Axe placeholder implimented, (for now, its just a recolored sword)
All Water has been replaced with a global Tide. In debug, HOME and END adjust the level.

Dimmed the grid so that it isnt so Eye Searing.

Audio implemented,
Credit to Vinny for the Background music.

----------yet another update---------

Debug now resets to OFF on frame start
Default Variables for the testing area implimented to load on frame start
Drowning implimented
Axe implimented
All framerate sensitive events and objects have been adjusted to meet with the 60FPS cap
Death Implimented.
Damage system implimented,


Last edited by Nite Shadow on Sat Jul 26, 2014 1:31 pm, edited 27 times in total.
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 Post subject: Re: The Twisted Dream, finally making progress again.
PostPosted: Fri Feb 17, 2012 2:07 pm 
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Early in development in this, i made a promise to Yoshiman that i would release a prototype once i got the animations in, in order to show one of my configuration methods.

well, here is the prototype.

Controls:
Arrow keys: move around
Shift: jump
CTRL: run and attack
Up arrow key: swim up faster
Down arrow key: Swim up slower
Space: switch weapons (not implemented, subject to causing glitches)
if you find that you cannot attack, press space again.


Debug code:
Hold Space+Alt+enter (In this order)

this can be entered up to 3 times,
Debug 1: show player colision boxes
Debug 2: runtime adjustment system
Debug 3: turbo engine adjustment

runtime engine adjustment controls:
hover over the value you wish to change with the windows cursor.
Left click: Add value
Right click: Subtract value

Turbo adjustment works by holding the mouse button(s) down.

Adjusted values are NOT permanent.
however, these are the same values that you would enter to be permanent,

feel free to share any values you come up with
simply take a screenshot, and post it here.

And finally, have fun with it. ;)

Feedback is appreciated.


Last edited by Nite Shadow on Wed Feb 22, 2012 12:37 pm, edited 1 time in total.
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 Post subject: Re: The Twisted Dream, Public Engine Test available
PostPosted: Fri Feb 17, 2012 2:33 pm 
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This is pretty interesting. You'll probably want to lower the run speed and swimming gravity in the final version, though.

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 Post subject: Re: The Twisted Dream, Public Engine Test available
PostPosted: Fri Feb 17, 2012 2:43 pm 
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VinnyVideo wrote:
This is pretty interesting. You'll probably want to lower the run speed and swimming gravity in the final version, though.

thanks,

and yeah, this is all work in progress.
and were im not going for another SMBwhatever clone, the adjustment setup helps a lot.

Thanks for the tip.

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 Post subject: Re: The Twisted Dream, Public Engine Test available
PostPosted: Fri Feb 17, 2012 6:51 pm 
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im guessing game maker doesnt have debugging because thats basically what your doing with your adjustment system -- debugging.

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 Post subject: Re: The Twisted Dream, Public Engine Test available
PostPosted: Fri Feb 17, 2012 7:07 pm 
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TheShyGuy wrote:
im guessing game maker doesnt have debugging because thats basically what your doing with your adjustment system -- debugging.


This isnt made in Game maker, its being made in construct.
and it does have a debugger,

you are right, this is more or less debugging, by my own means.

What im doing with this is cutting out several steps in testing,
normally you would have to close the app, set the value to test, then reopen, just to see what a single value does.

this lets you test several values in a single run.

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 Post subject: Re: The Twisted Dream, Public Engine Test available
PostPosted: Fri Feb 17, 2012 7:49 pm 
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TheShyGuy wrote:
im guessing game maker doesnt have debugging because thats basically what your doing with your adjustment system -- debugging.

Game Maker do have a debug mode. Plus, its debugging is only work running from the source.

Anyways, that's great Nite! So how does everyone think of the sword animation I remade?

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 Post subject: Re: The Twisted Dream, Public Engine Test available
PostPosted: Fri Feb 17, 2012 7:55 pm 
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supernova wrote:
TheShyGuy wrote:
im guessing game maker doesnt have debugging because thats basically what your doing with your adjustment system -- debugging.

Game Maker do have a debug mode. Plus, its debugging is only work running from the source.

Anyways, that's great Nite! So how does everyone think of the sword animation I remade?

Oh crap! i forgot to give you credit for that!
sorry bout that, ill edit the top post to make note of this.

Yes, Supernova is responsible for the 3 stage sword animations and the modified luigi sprite used in this.

thanks for the compliment as well. :)

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 Post subject: Re: The Twisted Dream, Public Engine Test available
PostPosted: Fri Feb 17, 2012 8:08 pm 
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Nite Shadow wrote:
TheShyGuy wrote:
im guessing game maker doesnt have debugging because thats basically what your doing with your adjustment system -- debugging.


This isnt made in Game maker, its being made in construct.
and it does have a debugger,

you are right, this is more or less debugging, by my own means.

What im doing with this is cutting out several steps in testing,
normally you would have to close the app, set the value to test, then reopen, just to see what a single value does.

this lets you test several values in a single run.



Oh well in vs express(IDE im using for c#/xna), you can debug and change values within the code without closing the app, just gotta pause it,edit, then play. If thats how construct or game maker worked, then all you'd be cutting out is the pausing and playing. Good work so far, like the new ideas instead of clones.

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 Post subject: Re: The Twisted Dream, Public Engine Test available
PostPosted: Fri Feb 17, 2012 8:17 pm 
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TheShyGuy wrote:

Oh well in vs express(IDE im using for c#/xna), you can debug and change values within the code without closing the app, just gotta pause it,edit, then play. If thats how construct or game maker worked, then all you'd be cutting out is the pausing and playing. Good work so far, like the new ideas instead of clones.


that sounds really handy actually,

vs express,
thats the first time ive heard of that, is it any good?

and thanks for the compliment.

---edit---
well, this setup does have one other purpose,
most of the people helping with this, dont have construct, or dont know how to use it.

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 Post subject: Re: The Twisted Dream, Public Engine Test available
PostPosted: Fri Feb 17, 2012 10:32 pm 
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its microsoft visual studios express IDE -- its pretty good but it wont be handy for you. Its not a general IDE, its only for programming languages like C#/c++/html?/vb/etc

http://msdn.microsoft.com/en-us/aa570309

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 Post subject: Re: The Twisted Dream, Public Engine Test available
PostPosted: Sat Feb 18, 2012 12:56 am 
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Good engine here. Along with Vinny's suggestion about the running, I'd also like to add that Mario's gravity in the water is way too much - he drops like an anvil in the water.

Also, it seems that there's a lag between pressing the jump button and actually jumping. Unfortunately, I don't know what is causing it.

Other than that, I don't see too much of an issue here, looking good!


As for Supernova's animation, it's a great animation, but Luigi randomly turns skinny when the sword animation plays, so he should modify it to match Luigi's body.

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 Post subject: Re: The Twisted Dream, Public Engine Test available
PostPosted: Sat Feb 18, 2012 2:25 am 
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fixed some bugs, check the top post.

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 Post subject: Re: The Twisted Dream, Engine Test
PostPosted: Sat Feb 18, 2012 9:15 pm 
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Blame me on my laziness for not doing the jumping sprite. :sick:

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 Post subject: Re: The Twisted Dream, Engine Test
PostPosted: Sat Feb 18, 2012 9:26 pm 
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supernova wrote:
Blame me on my laziness for not doing the jumping sprite. :sick:

dont go overworking yourself on my behalf now. ;)

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 Post subject: Re: The Twisted Dream, Engine Test
PostPosted: Sun Feb 19, 2012 2:19 am 
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aerial sword animation has been implemented, (thanks supernova! :D)
as well as some hang-time added to the jumping attack

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 Post subject: Re: The Twisted Dream, Engine Test
PostPosted: Sun Feb 19, 2012 5:21 pm 
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Looks perfect from what I can tell. I was going to complain about the old-fashioned Clickteam endless bouncing glitch that makes you keep jumping as long as you hold down the Shift key, but then I realized you've already fixed that. That said, a little part of me misses seeing that irritating bit of programming on MFGG...

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 Post subject: Re: The Twisted Dream, Engine Test
PostPosted: Sun Feb 19, 2012 5:23 pm 
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VinnyVideo wrote:
Looks perfect from what I can tell. I was going to complain about the old-fashioned Clickteam endless bouncing glitch that makes you keep jumping as long as you hold down the Shift key, but then I realized you've already fixed that. That said, a little part of me misses seeing that irritating bit of programming on MFGG...

:cool: sweet.

and yeah, the good ol bunny hop.
back when fangames were for fun, and fun alone,

back when it didnt matter what it looked like, or how many glitches their were. :(

well, anyway, time for me to start working on the axe system.
ill just clone the sword animations for an axe placeholder for now.

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 Post subject: Re: The Twisted Dream, Engine Test
PostPosted: Sun Feb 19, 2012 7:24 pm 
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Wow, this looks really impressive! I did notice a few sprite issues, but I'm sure those will be easy to fix. When swimming, if you stop moving and touch the ground, Luigi is still showing the swimming sprite, and if you press CTRL and one of the arrow keys repeatively, you can magically slide across the room while sword-slashing. Gotta say, this is some nice programming here, Nite! I really like what you've done here!

Gotta try out that construct thingy ;3

 
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 Post subject: Re: The Twisted Dream, Engine Test
PostPosted: Sun Feb 19, 2012 7:30 pm 
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D-Dazzle wrote:
Wow, this looks really impressive! I did notice a few sprite issues, but I'm sure those will be easy to fix. When swimming, if you stop moving and touch the ground, Luigi is still showing the swimming sprite, and if you press CTRL and one of the arrow keys repeatively, you can magically slide across the room while sword-slashing. Gotta say, this is some nice programming here, Nite! I really like what you've done here!

Gotta try out that construct thingy ;3


ha ha, thanks,
ill be sure to look in to that swimming thing you noted. thanks for telling me.

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