Created a new thread for tracking progress.
EDIT 2/15/2017 More bug fixes:
* Levels 2 and 3 should no longer contain visual artifacts and camera jitterriness.
* Fixed issue where dash counters would sometimes get out of sync with Deb's actual dash-ability.
EDIT: 2/3/2017 -2 Added newest build with a fix:
* No more mysteriously dying Debs! There was a bug where the Z65 enemy could clear Deb's sprites upon be destroyed.
EDIT: 2/3/2017 Added newest build with a couple fixes:
* Debs can no longer dash into and climb walls.
* Debs can no longer dash past the screen boundary and into the unknown.
I am currently working on a NROM platformer called Nebs & Debs. To help motivate me to get it done I am joining the competition with the goal of submitting a prequel using the same engine.
A sample animation of the protagonist Debs is attached.
Will post again soon.
- (40.02 KiB) Downloaded 697 times
Nebs was fleeing the fortress. Debs was charging the fortress. Debs turned the corner. Nebs turned the corner.
SMACK! WHAT!?! GERROFF! EWWWWW.....
Lucky for Debs, the fused octopus grants her the power to warp through walls and enemies; an ability she'll need to finish her quest to free the four the sages. Unlucky for Nebs, every freed sage moves them closer and closer to the creature he fears the most.
Looks more like a quadpus though!
This happened to the octopus in my game too; it seemed like in 2 dimensions it should only require 2^2 legs.mikejmoffitt wrote:Looks more like a quadpus though!
Then again, Octodad only has four legs too. Maybe this is a video game thing...?
This sprite looks real nice, though, dullahan. Looking forward to whatever you come up with.
Why not just hand-code them? Once you have the metasprites defined (there's a handful of tools for that) animating them, using a timer and a defined frame count is trivial.Punch wrote:Looking good. Incidentally I'm stuck in my project because I'm trying to program a tool to generate animation code easily... you seem to have that already figured out so props to you
For example, my Dragon Quest clone uses this format:
Code: Select all
((object_direction * 2), + object_frame)
Anyway this isn't about my game, sorry for doing a light derail of your thread.
I don't want to cheat on this and implement everything by myself but yours could be a good reference so I don't do a dead-end design that's going to be completely replaced once I find out it's not viable. So yeah, you can show me your format, thanks a lot.mikejmoffitt wrote:If you'd like, I would not mind sharing my metasprite animation format, which allows for variable frame lengths and arbitrary loop points.