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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Feb 28, 2017 6:12 am 
Cliax Codec X Splatoon
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Yeah, that's the general idea. I'd also make it so the player can't leave the view, but this is a good start.
I'd analyze the SMW camera, to be honest, as that was one of the best cameras Mario's had.

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Cliax Codec is a combination of top-down and third-person shooter. The gameplay will blend platforming, puzzle and shmup elements together to create a unique gameplay experience. You will take control of four playable characters which rise against a team that seemingly wants to take over the world - but are their motives really that cliché, or are there deeper motives behind their actions?

Currently designing Chapter 1-6, 5%

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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Feb 28, 2017 7:10 am 
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This thing might do the trick

Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
//Follow the player
target_x = (x+obj_player.x)/2;
if (!scroll_y) {
   
    if ((obj_player.y < view_yview[0]+view_hview[0]/2) && (obj_player.state < 2))
        target_y = (y+obj_player.y)/2;
    else if (obj_player.y > view_yview[0]+view_hview[0]/2)
        target_y = (y+obj_player.y)/2;
}
else
    target_y = (y+obj_player.y)/2;


Syntax: [ Download ] [ Hide ]
Using gml Syntax Highlighting
x = lerp(x, target_x, 0.1);
y = lerp(y, target_y, 0.1);

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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Feb 28, 2017 7:20 am 
Cliax Codec X Splatoon
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I'd have to see it in motion. That code doesn't account for the grounded state for the default following behavior though, does it?

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Cliax Codec is a combination of top-down and third-person shooter. The gameplay will blend platforming, puzzle and shmup elements together to create a unique gameplay experience. You will take control of four playable characters which rise against a team that seemingly wants to take over the world - but are their motives really that cliché, or are there deeper motives behind their actions?

Currently designing Chapter 1-6, 5%

GOTM titles
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Fan Art
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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Feb 28, 2017 7:32 am 
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I like it.

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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Feb 28, 2017 7:38 am 
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Try using Super Leaf Engine camera. :)

 
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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Feb 28, 2017 9:07 am 
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Minerador Slime wrote:
Try using Super Leaf Engine camera. :)


That one is static and it works omly with views

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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Feb 28, 2017 11:49 am 
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The Dark Warrior
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My issue with SMW's camera unfortunately is precisely the fact that it doesnt vertically scroll untill player touches a solid, water, or vine outside of the camera boundaries and as a result, I don't think its good to have the camera follow SMW's logic if A Plumber's Journey's planned stage design will cover levels that make use of the direction of up lest the player untimely gets hit by an enemy you won't know that exists above till the camera scrolls as you are about to get hit (doubly so if one of your players are going to be speedrunning said stages that make use of going up which a lack of a visible Mario/Luigi being centered discourages such a playstyle). I prefer the previous camera system for that reason alone and why I use a patch that makes it free scrolling in my SMW hacks.

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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Feb 28, 2017 12:26 pm 
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Marle's my waifu
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You can also just design your levels around the camera instead of removing the quirk.

There's a good reason why SMW's camera is so lazy: it's easy on the eyes. The screen is always clear and easily readable even when things are frantic and the player's moving all over the place, and that is more important than being able to design your levels to go all over the place. On a related note, I tried playing Coco's 3D World fangame numerous times but I can't finish it. The camera moves too much for me and it gives me eye strain.

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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Feb 28, 2017 2:43 pm 
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I'm just a little adorable kitty :3
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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Feb 28, 2017 3:10 pm 
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hi hello
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that is much easier on the eyes!

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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Feb 28, 2017 4:12 pm 
Cliax Codec X Splatoon
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Perfect.

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Cliax Codec is a combination of top-down and third-person shooter. The gameplay will blend platforming, puzzle and shmup elements together to create a unique gameplay experience. You will take control of four playable characters which rise against a team that seemingly wants to take over the world - but are their motives really that cliché, or are there deeper motives behind their actions?

Currently designing Chapter 1-6, 5%

GOTM titles
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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Feb 28, 2017 4:14 pm 
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DJ Coco wrote:
Perfect.

Yeah, it moves just like one of Nintendo's cameras would. Good stuff.

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 Post subject: Re: A Plumber's Journey!
PostPosted: Wed Mar 01, 2017 5:32 am 
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I'm just a little adorable kitty :3
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Image

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 Post subject: Re: A Plumber's Journey!
PostPosted: Wed Mar 01, 2017 3:43 pm 
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Image

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 Post subject: Re: A Plumber's Journey!
PostPosted: Thu Mar 02, 2017 5:13 am 
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That could be just me, but I kinda find it wierd, if the smoke from the fired bullet is inside the cannon instead in front of the shooter (depending of its shooting direction) :think: .


Also, that Luigi vanishes as he dies... I know why this happens and you said earlier, that it has it's reasons why this looks like this... but is there really no way of fixing that? Do you actually need to stop everything doing the death animation (I know that the official games do that, but was it really needed)? There can be properly a way, to fix this issue.


Let me guess, at the moment, you have either a picture or a surface, which will be taken, if the player dies. In order to make the player move during said thing, he has to vanish, because otherwise he will be on said surface/picture and that way, there would be two players. In order to prevent that, you make him vanish for a split second (which is still noticeable tho) and after the picture/surface is taken, you do the rest of the death animation trick.

I used a similar trick in one of my earlier games :laugh: .


I know it's rather small and not that much of a deal breaker, but it sure wierds me out, because everything else looks kinda fine and functional. When I see this however, it kinda breaks that feeling of a polished engine a little bit.

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 Post subject: Re: A Plumber's Journey!
PostPosted: Fri Mar 03, 2017 6:36 am 
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I ended removing the background thingy when you lose a life, there was no point actually on having it.

Image

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I recently added airship engines on the engine, instead of adding 4 of them I just did one and used the angle editor from the room editor of GMStudio

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 Post subject: Re: A Plumber's Journey!
PostPosted: Sat Mar 04, 2017 4:25 pm 
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Got some more stuff done on the engine and I'm talking of something spooky

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 Post subject: Re: A Plumber's Journey!
PostPosted: Sat Mar 04, 2017 10:38 pm 
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Looks really nice, and I like the graphics, but that tile, well....

You could probably release the engine, and I like the custom graphics, so overall, it's good!

This could probably sum up how I feel about this game:
Spoiler:

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 Post subject: Re: A Plumber's Journey!
PostPosted: Sat Mar 04, 2017 10:50 pm 
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I like those Big Boo's but you never answered me :P

 
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 Post subject: Re: A Plumber's Journey!
PostPosted: Tue Mar 07, 2017 4:02 pm 
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If someone is interested on the progress of this game, I opened a Discord group for it.

You can enter it via the following link
https://discord.gg/gpyWJKx

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