Hi guys, I was messing around in work today with the new skelecopter that's going to be in my upcoming game, and I thought that it came out really cool. I didn't look at any pictures of what a helicopter should (or should not) look like, so it may not be the most realistic thing ever, but here it is anyhow:
Aww... I was kinda hoping that something called the "skelecopter" would have a skull-like front, and bone blades...
Well, it still looks cool. Hastlevania's looking like it's gonna be pretty fun, indeed!
Yeah, the machines in the game don't really have the boney look you might expect. It's more in the nominclature (is that the right usage of the word here?)
The Skelevator looks like a regular cargo elevator, only with a skeleton in it. Same with the skelecopter. There's a semi truck and a forklift that are also in the game.
I don't think you'd like the game Phizzy, as it sports triangular gravity
The rest of the custom movement is pretty good, especially for my first try, although some times Rovert can get a bit jittery in places. It never ruins the gameplay though, IMO, which I hope will be the opinion of others when it's finally here.
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"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
No, what happened was I had one room of the castle to test out the platform movement for 3-4 weeks, and in that time I made all the animations and everything that I thought I'd ever need for the entire game. It took me forever, and I didn't really use any of the help topics about custom movements from TDC (probably a mistake, in retrospect).
Anyhow, after a long time I finally came up with a movement that I was happy with, and then from there went on to expand the game and make the other rooms and areas. In this game, every room is a separate frame so all I'd have to do is just copy / paste the groups for the movements and etc. I had one TDC member test out the basic engine about 2 months ago, and he commented on the triangular movement, and that I should check out your tutorial, which I did, but I didn't change the way Rovert moves because although not realistic-looking, it honestly doesn't bother me while playing it.
I'm hoping that the average non-TDC player won't criticize the movement, myself. (Ex. While somebody might like a game with a default movement, a TDC member will say WTF, default movement! It sucks!) I did go through all the trouble to make my own movement, and I like a lot of it because it has a lot of in-between animations for Rovert's states. Examples of this are the raising / lowering of the shield, and crouching / staying down.
As it is now Rovert can make a 5-brick high normal jump, and a 12 or 13 brick high super jump (I think, it's something around there). He moves +1 or -1 left or right on keypress of the arrows normally, and jumps up at -3 / loop and falls at +2 / loop. I tried a bunch of different variables and having the jump & fall values the same looked really stupid which is why I made jumping up move faster than falling a bit.
Honestly, like this week's GOTW Plasma Warrior, I'm hoping people won't have an issue with the movement and instead enjoy everything else the game has to offer, which is a whole lot.
P.S: Your gravity article is really good, and should I ever do a platformer again I'm sure I'll take your notes to heart!
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"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!