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Author Topic: Suggestions and Requests  (Read 3406 times)
Bae
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« Reply #15 on: August 14, 2010, 04:10:30 PM »


Sorry that wasn't already up, haven't gone through source yet lol, but I shall add it in just a bit.

Kinnik said things that I wont quote because I like keeping quote chains out of my posts and I mean, his post is right above me, this thing right here is just to validate that i am replying to him. Its probably useless to write this but I'm tried and not making sense.

Eh, I cant promise I'll be good at that, I can do sprite work but I tried making a Spelunky styled sprite and failed horribly, however, since its working on something thats already made and i just have to edit/finish it I might be able to do it.
I'm going to miss something if I get the sprites myself, so could you post a sprite sheet with the sprites on top of the color I'm attaching? (I'm assuming you know this, but its best to keep sprites on certain colors that usually aren't found in color palettes so that they stand out. I'm fairly certain that this hue isn't present in most of Spelunky, at least not in the caveman and your minotaur)

Also, what type of "gremlins" are you looking for? Theres a few different styles I could aim for.


dsfa Mossmouth hates me, it wont attach a 20x20 png

here, color spam












Use that color for the sprite sheet pls

If you use windows 7 its in the default Paint palette, saving you from color pickering
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kinnik
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« Reply #16 on: August 14, 2010, 04:16:28 PM »

OK.  I guess you don't have Game Maker.. ??  Then I could just export the sprites in game maker format.

Edit: ah, never mind. it was easyer than I thought.
« Last Edit: August 14, 2010, 04:18:49 PM by kinnik » Logged
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« Reply #17 on: August 14, 2010, 04:19:09 PM »

I dont know how to use it... at all really. I have the trial but I ragefit trying to work my way around it, easier if you just make me a nice .png

Edit: Lol I saw you non edited post and as soon as I posted this originally you had edited your post, you sneak thing you.
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kinnik
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« Reply #18 on: August 14, 2010, 04:22:58 PM »

Ha!  Ok.  BTW.. Gimp (free image editor VERY like photoshop) suports the transparency of Game maker.  It might be easier to keep the transparent.  ?? anyway, I'll post both.

[img=http://imageshack.us/thumbnmail.png]
[img=http://imageshack.us/thumbnmail.png]
[img=http://imageshack.us/thumbnmail.png]
[img=http://imageshack.us/thumbnmail.png]



hmm.. donno why they're not showing, but i think the links work.  I though in some goblins incase you'd like to do something like that instead.
« Last Edit: August 14, 2010, 04:31:35 PM by kinnik » Logged
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« Reply #19 on: August 14, 2010, 04:39:07 PM »

The links are sorta broken because the code needs to be [img=url] Text [/url]

taking a look now
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kinnik
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« Reply #20 on: August 14, 2010, 04:43:14 PM »

So... no blood kinda looks funny.  everything just, POP, disappears.  Maybe I'll put debris where blood was?

Alsoo.. This mod was really easy to make and it's a bit unfair to ask for much for it.  Maybe a simple "bitting" snake animation would be more fair. Like 3/4 frames for a bit and a remake of the 3 snake frames to include a line or marking to tell which snakes bit.  ??

[img=http://imageshack.us/thumbnmail.png]

One more thing.  'Casual' doesn't seem to have source availible.  I could just give you like 50hp or something?
« Last Edit: August 14, 2010, 04:52:46 PM by kinnik » Logged
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« Reply #21 on: August 14, 2010, 05:10:22 PM »

I asked for the casual source, let's see if that comes.

And a few things, one is yeah, okay if all you want is a biting snake I can do that, two is you never actually got the caveman sprites I was originally supposed to edit~ Also the sprites you linked were sorta vague (what new frames was I supposed to make lol?) and I don't think I need any debris flying off.
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kinnik
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« Reply #22 on: August 14, 2010, 05:34:33 PM »

Yeah, I'd be fine with the snake.  8 frames (4 edits of the original moving/walking and 4 new ones that show biting..)  IMPORTANT, the biting frames should have 2 frames that extend the snake forward 16pixels (ie, 32X16) so that the snake will lunge forward for a moment then return to it's regular place.  did that make sense?

I can leave it out, but the debris does look a lot nicer seeing as most creatures don't have a dieing animation. It's up to you tho.

I've finished it for Vanilla, but I still need to remove blood from the spike traps.  I need to go out for a bit, but I'll be back in an hour or so.
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« Reply #23 on: August 14, 2010, 06:25:33 PM »

Show a screen cap of the debris in action then :0

Also, you wanted it to lunge a certain length? Shoot I wish I had read that earlier, I've been working on just getting it sprited, I have all but the final "chomp" fame down. Next I'll be doing that and putting together a .gif so people can see its frames in action (and to show off the "tweaked" animation. The idea was to have it get mad and twitch before attacking)

Here, It's almost done so I might as well show you the frames and how it would loo in the game (I replaced a real snake erlol).


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« Reply #24 on: August 14, 2010, 06:45:17 PM »

AH! that's great!  is the biting frame 2 squares long? ie 32X16?  I donno if you can have just a few frames that lengthen/enlarge the collision detection. If not, I'll program a work around.

As for debris blood.. I'll just post two exe's.

I'm completely done now but I need to know if you want more life or not?
4hp = vanilla    so.... 8hp? 15hp? pick your poison.

EDIT:  I downloaded and spaced it on a grid.  It should work fine, but I'll need one more frame that has the snake reach even further.  I guess the 'chomp' frame can do that...  BTW if you want to be real nice, I need the strip in the opposite order and spaced into a 32*16 grid.


EDIT:
here is the exe: http://www.mediafire.com/?3aibnp8es6prvce
and the source: http://www.mediafire.com/?tg83vfhklpt4ga5

these both have debris blood.  If you don't like it, Ill post the no blood version too.
I need to go out for a few hours again... But I'll come back on when I'm home.
« Last Edit: August 14, 2010, 07:25:13 PM by kinnik » Logged
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« Reply #25 on: August 14, 2010, 07:45:35 PM »

Right now the Lunge frame stops a few pixels outside of one tile


I dont know much about Game Maker, but if there were collision problems like that wouldnt some of the enemies not work? Like hmn... actually idk, but what if, assuming you have problems with the snake, you tried to code it like a vampire, it has to change objects to switch from a humanoid to a bat doesn't it? can you code the new snake like that so that the bite animation is a different object and has different hit detection?

as for the HP thing, I dont suppose you can code it like YASM where theres a text file it reads from so that you can customize it.

In case you havent dowloaded that it reads from yasm_settings.txt where options in brackets tell the game what to do, so this could work like

Quote
Starting health
[Spelunker:4]
[Damsel:8]
[Tunnelman:2]

Change the number to indicate starting health for each player. Defauls are 4, 8 and 2.

If thats too much, might as well go 99 since its just to show my cousin d:

EDIT: I had a break halfway through writing and missed your delicious edits.
editedit: what do you mean by 32x16 opposite strip thingie
« Last Edit: August 14, 2010, 07:47:32 PM by Baekara » Logged


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« Reply #26 on: August 14, 2010, 08:27:08 PM »

Silly non-GM users!  It's not that complicated at all!

If the snake's bite animation is slightly larger than the snake's usual graphics, then the only thing you need to worry about is what point the sprite is drawn from.  All enemies in Spelunky have their sprites drawn from the top left corner of their box.  Not their hit box, mind you, just the very top left edge of the sprite's maximum size.  As such, they're drawn from coordinate 0,0 (as far as GM is concerned).

Now, if you left the snake bite anim drawn from 0,0 and it's longer than the snake's regular sprite, then it would look like the snake was backing up instead of lunging forward.  But, if you instead set the sprite to be drawn from a coordinate further in, you can line it up with the other snake sprites so it looks like it's moving forward instead.

So, if there's only a three pixel difference between the lunge and the normal 16x16 box, set the game to draw it at 3,0.  That will position the sprite correctly with where it was before.

I'm not sure if that made any sense at all.  Maybe it isn't that simple... Lips Sealed
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Bae
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« Reply #27 on: August 14, 2010, 09:16:16 PM »

Silly Game Maker prodigy whom I will probably ask for major help with concerning my project.

It made partial sense to me, that is, if what I thought you meant is correct. Basically what your saying is that theres a set area that the sprite must be drawn in... uh... lol idk how to say any of it BUT I THINK I GET IT. Basically Position correctly or we get failsnake
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marsgreekgod
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« Reply #28 on: August 15, 2010, 12:08:13 AM »

Silly Game Maker prodigy whom I will probably ask for major help with concerning my project.

It made partial sense to me, that is, if what I thought you meant is correct. Basically what your saying is that theres a set area that the sprite must be drawn in... uh... lol idk how to say any of it BUT I THINK I GET IT. Basically Position correctly or we get failsnake
Basically you just draw it like normal, and set the x on the sprite to how many extra spaces you used for the bit.

If you really REALLY can't get it working I will help. I don't want to but I will..
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Bae
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« Reply #29 on: August 15, 2010, 12:09:42 AM »

FUN FACT that was your 8000th post, mars
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