Author Topic: Hey- Character Portraits in messages?  (Read 37062 times)

Tanja

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Re: Hey- Character Portraits in messages?
« Reply #30 on: 2009-06-20, 12:16:22 AM »
yes i talked to vincent about the repository. i think a sticky thread with all relevant links should be somewhere.
and, ah, yes.... i feel like a rubix cube all the time........ this "not want to be lied to"-thing really troubles the guys....

v6v

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Re: Hey- Character Portraits in messages?
« Reply #31 on: 2009-06-20, 09:28:13 AM »
Really sorry, Tanja, that was an inconsiderate thing to say.
Complete apologies, I was just angry.
That's still no excuse.
I didn't mean to offend anyone.
Please forgive me.

Vincent

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Re: Hey- Character Portraits in messages?
« Reply #32 on: 2009-06-21, 02:18:08 PM »
No I didn't post the game yet.  I only have a test chamber where all power ups are available (to be tested), and where I spawn enemies (to test combat, of course).  It seems a little "thin" to post it already.  I still want to create another 6 or 7 monsters before I move on to level design (got 10 enemies for the moment).

I sure hope it will be great! :)
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v6v

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Re: Hey- Character Portraits in messages?
« Reply #33 on: 2009-06-21, 05:45:20 PM »
What kind of monsters? (if you don't mind me asking)
Ogres? Werewolves?

Vincent

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Re: Hey- Character Portraits in messages?
« Reply #34 on: 2009-06-21, 08:16:51 PM »
I don't mind you asking, Pizzaman! ;)

I've got five "families" of monsters (or enemies).  I don't know if you are familiar with the Legacy of Kain series, but let's just say that the main character, Kain, is a kind of vampire demigod who hasn't got many allies.  There's a bunch of people coming after him.

1- Humans: mostly fighter-priests who know vampires weaknesses', so they will use magic, holy water, and standard weapons against him (arrows, swords, spears).  Those 5 guys are all done.  :pray:

2- Spirits of the underworld: Ghosts who are the underlings of the Elder God (Kain's main enemy).  These ghosts inhabit the spiritual world, and Kain not being a spirit, will need a special skill (see spirits) to properly perceive theses enemies and fight them effectively.  All 3 spirits are done: a mindless flying ghost who charges, a wraith that shoots spiritual fire, and a sluagh (scavenger of the underworld) who attacks with claws.  The skill is done too.  :death:

3- Undead: Ghost of the underworld that breach into the material world and possess bodies of the dead (no special skill needed to see them).  A skeleton archer and a typical zombie. (the archer is done, but not the zombie.  I'm working on the zombie at the moment.)  :death:

4- Hylden demons: an ancient race that was banished in another dimension that transformed them into demons.  So, I plan for a fire demon, a lightning demon and a fast slashing demon.  Plus two original Hylden (not transformed into demons yet) are planned too.  A knife fighter and a sorcerer.  :alien:

5- The body of the Elder God.  The Elder God is titanic.  He's like an ugly giant squid that crawls through the earth and the sea alike.  So I plan to make some tentacles and eyes appear.  :ugly:

With all these monsters done, I'll move on to level design.  I will also do a couple of boss fights (of course), but I will create the bosses to make them use their room to theire advantage.  Since I still don't know what these rooms will look like, I won't create them already.  I'll do it after designing the levels.

That's about it.  So, no ogres (but some demons are big enough) and no werewolves.  But enough variety to keep it interesting I hope. ;D
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v6v

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Re: Hey- Character Portraits in messages?
« Reply #35 on: 2009-06-21, 10:41:03 PM »
Giant squid- like the one from Hellboy?

Dude, your enemies sound amazing!
so is this guy like soma cruz,(aria of sorrow) where he uses souls of his slain enemies as abiities? (he's also a vampire with demon and vampire killer problems- the Belmonts, although he's a good guy)
So far, i have in my game:
a forest of nightmarish skeletons
2 heroes
a cutscene
a werewolf boss
an established storyline
nightmarish skeletons with bone swords
bats and subweapons
and an outer castle wall.
So far you can't enter the castle, and
creepy 18th century music. :o
and a blurred screen to simulate health.

Are you really good in programming?  cuz i need boss help...


Vincent

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Re: Hey- Character Portraits in messages?
« Reply #36 on: 2009-06-22, 07:15:00 AM »
Huh...  Good question, I didn't see Hellboy.  But I guess a squid is a squid.  :P

Well, I hope I'm good in programming. :P  I work as a programmer. :nerd:

What can I do to help?
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v6v

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Re: Hey- Character Portraits in messages?
« Reply #37 on: 2009-06-22, 01:14:01 PM »
well, my werewolf boss is controlled by  a get random number from 1-11. if the number is odd, he pauses quikly and pants for 3 seconds. if its two through 6 even, he chases you, 2-6 even also being the speed. 8 is his furious slasing attacks- controlled by another [if 8] instance random number function from 1-5, each attack gets stronger 1 a punch 2 a kick 3 a spin kick 4 a furious barrages of slashes and ten makes a shockwave, 10 lets him jump controlled by a 1-2 random number function. 1 jumps, 2 jumps and then lands with a devastating earthquake.So far, my boss is kinda akward cuz he spends most of his time standing there panting and just charging at you. I'll post a video when I have the time... how could I make this better?

Vincent

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Re: Hey- Character Portraits in messages?
« Reply #38 on: 2009-06-22, 01:53:59 PM »
Allright, here is what I'm doing. :)

I also use random numbers to determine what actions the enemies are doing, but before generating the number, I begin by calculating the present situation, mostly by using coordinates and remaining health.

I calculate the total distance in pixels between the player and the enemy.  To do this, I have a rule on the player that sets two global counters, his x coordinate and his y coordinate.  This, way, I can easily calculate the distance into the enemy rules.

When I know the relative position of the player I use only the relevant actions in my random numbers.  So, if the player is very far, it is ineffective, for example, to launch a flurry of claw attacks that hit only in close range.  You can calculate different zones like this to make your enemy seem more intelligent by doing more effective actions, distance wise.

Also, it would be strange for the enemy to be very tired and only stay there and pant if he hasn't done anything before.  So you could do a different number of things for that.  In my game, some enemies get "tired" too.  I've got a parameter in each enemy that is called "WaitCounter".  When the enemy is taking an action (attacking, jumping, charging, etc) I set the WaitCounter to a value that represents how tired it should be after performing such an action.  So, when the action is over, before I go to randomize the next action, I verify if there is a value in the "WaitCounter".  If yes, I go straight to the "tired" action.  Or course, some action won't make the enemy tired at all.  So, the enemy can perform a variety of short and fast actions and then become tired only after a huge effort. 

If you want to twist this a little, you can set the "WaitCounter" value in relation with the remaining health of the enemy.  If he is near death, he becomes tired more often.  Of course, this boss being a werewolf and all, he could become enraged when he is near death and not become tired at all.

Another suggestion, randomize the tired amount you put into the "WaitCounter".  Make it a random of big numbers for a demanding action, and very low numbers for an easy action.

By calculating to distance between the enemy and the player, you can perform more accurate jumps too.

Also related to the remaining health of the enemy, you can change his attacks depending of his remaining health.  When he is desperate, he could launch more terrible attacks.  When he his fresh and confident, he could be more "playful" and taunt the player for example.

Does that help? :)
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Vincent

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Re: Hey- Character Portraits in messages?
« Reply #39 on: 2009-06-22, 01:58:17 PM »
Can't wait to see that video of your game, Pizzaman!  :)
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v6v

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Re: Hey- Character Portraits in messages?
« Reply #40 on: 2009-06-22, 03:05:09 PM »
Thanks!- i kinda neglected to mention my werewolf is bloody and missing an arm from a previous encounter of dracula- could i use this as an excuse for the constant panting and absurd attack choices, like attacking the thin air and running in walls? btw how does the holy water attack look in your game? [our games sound simular]

Vincent

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Re: Hey- Character Portraits in messages?
« Reply #41 on: 2009-06-22, 05:10:30 PM »
Well I guess that if the werewolf is already near death, it's understandable that he's confused and really tired. :p

The holy-water attack is very simple.  Not a big dramatic attack like in Castlevania.  The enemy priest is juggling with holy water bottles and throws them at the player.  I don't have the tools to make a good video preview, but it took a couple of minutes to take a few screenshots and make an animated gif to show what it looks like.

In this sequence, the enemy is throwing three bottles.  When the bottles hit a solid tile or the player they break.
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v6v

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Re: Hey- Character Portraits in messages?
« Reply #42 on: 2009-06-22, 09:34:52 PM »
awesome!!! thanks for going through that effort- id make a gif, but i don't know how...That really looks amazing- the damaged state for the character where he's knocked back. seriously, nice game preview!

Jam0864

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Re: Hey- Character Portraits in messages?
« Reply #43 on: 2009-06-22, 11:31:16 PM »
That looks cool. :o

Vincent

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Re: Hey- Character Portraits in messages?
« Reply #44 on: 2009-06-23, 07:16:53 AM »
Thanks guys! :D

Pizzaman, if you have Photoshop, and about an hour to invest, it's very easy to learn how to create a animated gif.  Here is a rapid explanation: you take all of your screenshots that you copy into a photoshop image.  You put each of your screenshots on different layers, just like a flipbook animation.  I have Photoshop 7 (an old version I know), it comes with another application called ImageReady.  In Photoshop, in the toolbar at the very bottom, there is a button to edit your image with ImageReady.  In ImageReady, you open the animation toolbar.  It gives you a timeline with frames.  On each frame you hide all the layers but one.  It's a lot like making a sprite animation in SGDK2!  Then you can preview the animation, save the animated gif and, voil
Legacy of Kain: Revival completed!
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See also my company website:
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