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Project: 2.5 Dimensional Platforming useful for BEATemUPS
Project Started: 21st January, 2009 Last Update: 6th October, 2009
Project Owner: MBK Project Members:
Project Type: Experimental Engine for MMF/TGF 1 or 2 Project Progress:

Can't find an artist.
Posted 10th Apr 09, by MBK  
Well, I have no artist and I'm terrible at graphics, and only 5 people are actually interested in this project (and some of those might be joking) so .... I guess this project is on hold and no new file gets posted for a good long while.

I'm going to be learning to draw on paper first from a bunch of comics that I got for free.

Maybe I'll pop back in and update how my drawing skills are coming along, but other than that this project is at a standstill because of lack of graphics and animations.

Maybe if I get good at drawing and then spriting, and then animating, I'll be able to have something to show that people won't spit upon. Seems like if it's not visually pretty, then people just don't care about it.

(even if it's something that could be used over and over as a decent beatemup engine code foundation)

(it's basically like a River City Ransom movement, only better because you can fall behind the platforms as well)

(it really has NEVER BEEN DONE BEFORE this publicly at least, but who cares right?)

The professionals skipped this step and went straight from 2.5d into Doom style "fake" 3d, then from there into "true" 3d games.

The beatemup genre games only ever had backwall platforms, or sometimes just regular platforms mish-mashed in. Regular platforms are similar to backwall ones except there is no walking movement on the Y axis while on them, no z-axis type depth. Backwall platforms have the z-axis sorta depth to them but you cannot fall behind them or use them in a vertical scrolling game very effectively.

Hope you folks understand what I'm talking about.
If not it probably doesn't matter anyway, cause only 5 of you have even said anything about it, and probably less have actually followed the project so ... ... yea, maybe I'm just negative, but time for me to attempt to learn to draw ...

"do or do not, there is no try" ... pfft .. Yoda was a fool. There's always a "try", even varying degrees of it ... hence the phrase "try harder". Putting effort forth and failing, that is a "try" after failure. Putting effort forth and succeeding well, you still had to "try" in order to be successful.

I'm going to "try" learning how to draw and hopefully I will succeed.

Laters.

Posted by Reggie Schreiber 12th April, 2009

Hi MBK,

I'm actually working on a 2.5 beatemup and would be interested in what you have been working on. PM me if you would like to discuss it. I'm working in MMF2, but I'm sure I can learn something useful if I can see your code.

Cheers,

Mobichan
 


 



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