AuthorTopic: STEALER - cyberpunk puzzle-platformer  (Read 39639 times)

Offline winged doom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #30 on: August 20, 2012, 06:10:36 am
3 posts? dude 1 long post would've been fine  :blind:

My Siberian/taiga internet can't cope with a large amount of characters in the message.   :)

and I meant I am integrating Tiled map editor into the workflow of my current 2D project, how are you approaching collisions? separate collision mask? collision values for tiles or polygon collision boxes? or what. Because the polygon tool especially in conjunction with the grid snapping in Tiled is one of the most efficient and fast ways to work with collisions, and the .tmx format and data is reasonably easy/straightforward. are you doing the programming yourself or working with a programmer?

and when do you think you'll have something playable available?

Oh, now i understand you?:lol: Collision Masks we are realised as tiles in Tiled and placed on a separate layer. Engine reads this tiles on "collision" layer from .tmx  and interpret them as a masks.
We chose collisions as tiles because collisions in game has a simple shape (16x16 square) and gameplay is based on grid interactions.

Playable prototype will be very soon, may be next or this week. But we will not publish it, just want to test the gameplay to see how good are our ideas.

Offline winged doom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #31 on: August 23, 2012, 10:44:14 am

meet 67D 545:



Offline Friend

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Re: STEALER - cyberpunk puzzle-platformer

Reply #32 on: August 23, 2012, 02:55:46 pm


Those graphics are too beautiful and stylish to abandon  :-[

Offline Grimsane

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Re: STEALER - cyberpunk puzzle-platformer

Reply #33 on: August 28, 2012, 02:49:00 pm

Those graphics are too beautiful and stylish to abandon  :-[

I might point out that was pistachio's edit, not Winged dooms work, so he's not abandoning it  :lala:

Offline Friend

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Re: STEALER - cyberpunk puzzle-platformer

Reply #34 on: August 28, 2012, 04:17:23 pm
It was his edit, but he was building on top of the previous graphics and style  :hehe:

Offline winged doom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #35 on: September 04, 2012, 08:53:35 am



« Last Edit: November 17, 2012, 04:55:49 pm by winged doom »

Offline PypeBros

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Re: STEALER - cyberpunk puzzle-platformer

Reply #36 on: September 05, 2012, 08:48:04 am
I really like the design of that, and the NPA post-production brings interesting effects.
My only surprise is that the thing looks like it has adjustment boosters in the front, but they're neither slowing it down nor accelerating it. I'd have expected some boosters to slow down the vertical movement too, btw.

Offline leroy

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Re: STEALER - cyberpunk puzzle-platformer

Reply #37 on: September 05, 2012, 04:10:35 pm
Whoa dude, did you actually use my piece Ruin in that mockup? I'm so flattered  ;D I get it's just a quick mock-up so no harm done, you made my day.
http://www.pixeljoint.com/pixelart/71047.htm


Love your stuff by the way
« Last Edit: September 05, 2012, 04:20:20 pm by leroy »

Offline winged doom

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Re: STEALER - cyberpunk puzzle-platformer

Reply #38 on: September 05, 2012, 05:41:52 pm

« Last Edit: November 17, 2012, 04:57:21 pm by winged doom »

Offline Helm

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Re: STEALER - cyberpunk puzzle-platformer

Reply #39 on: September 05, 2012, 11:30:44 pm
"Yeah, you caught me, man.   And not just you, a couple of people from others forums too. It didn't help the square sun in right corner. Now, I should point you in credits (i was hoping to go stealthed). "

I'm glad Leroy's such a sport about this but... why do this at all? Hoping people wouldn't notice swiped artwork? Am I missing something?