AuthorTopic: Mag-Man :: 72 hour entry  (Read 10734 times)

Offline crab2selout.png

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Re: Mag-Man :: 72 hour entry

Reply #10 on: November 20, 2006, 11:31:42 pm
I thought there was something familiar about the style of hte gfx. Then I saw Kon's name under artists and it all made sense. Great stuff, both of you. I gotta say I really like what you've done with the grass. Don't think I've ever seen anything quite like it. Were there any games  or pictures that influenced it, or is yours?

Offline saimo

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Re: Mag-Man :: 72 hour entry

Reply #11 on: November 21, 2006, 12:09:02 am
Very nice screenshot. Sprites are OK, but what I really love is the backgrounds (mmm... leafs aside :-\).
I can't try the game - running on AmigaOS right now - but in all, it looks like a fantastic job for just three days :y:

saimo

Offline .TakaM

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Re: Mag-Man :: 72 hour entry

Reply #12 on: November 21, 2006, 05:31:10 am
very nice, very professional.
looks like you all put in a lot of work, speaking for myself I feel quite.. ashamed really, not proud of almost anything I made over the last 3 days or how hard I worked, the first day I worked very hard, but I just really burnt myself out on mediocre graphics that I just didnt enjoy continuing to work on.

i went through about 6 litres of coke :P

seriously, great work I really love the look of this game  :y:!
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Offline EyeCraft

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Re: Mag-Man :: 72 hour entry

Reply #13 on: November 21, 2006, 08:13:49 am
Quite simply astounding. The level of quality for such a short dev time is really really impressive...and the quantity of soft drink is just...scary.

The strafing is getting me killed alot. Also attracting balls towards you kills you, even if the ball only moved like 1 pixel. I reckon it shouldn't hurt you, just stop.

Otherwise its really marvellous, I think you guys should take some extra time to perfect it!

Offline ptoing

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Re: Mag-Man :: 72 hour entry

Reply #14 on: November 21, 2006, 12:20:12 pm
The game looks nice, but the controls are fudged, would be cool if you would fix them up.

About the Dr. Pepper thing, hilarious, but I have to say if I'd drink that much carbonated stuff I would be on the toilet more than in front of the PC. When I did stuff for the 1st 72H compo I slept 8 hours in the middle of the 72 and I did not drink ANYTHING with caffeine. Just water and juices.
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Offline baccaman21

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Re: Mag-Man :: 72 hour entry

Reply #15 on: November 21, 2006, 02:00:35 pm
The directional controls are a bit iffy, like if you run into a horizontal wall while going down you strafe to the right, and if you hit it going up then you strafe to the left. And the playing field is a bit small for the idea of repelling and attracting the bombs.

that'll be like zelda then  before it went 3d... ?

if it works for shigsy then it works for me... besides... 72 hours... lots of frames already without having to worry about the 45° puppies...
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Offline Ai

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Re: Mag-Man :: 72 hour entry

Reply #16 on: November 21, 2006, 02:53:11 pm
I believe Blick meant that the inconsistency was a problem; that bumping into a wall should cause the same kind of movement regardless of current direction.
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Offline ptoing

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Re: Mag-Man :: 72 hour entry

Reply #17 on: November 21, 2006, 02:56:35 pm
I think bumping ito a wall should cause no movement whatsoever, it just fucks up the controls
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Offline Dusty

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Re: Mag-Man :: 72 hour entry

Reply #18 on: November 21, 2006, 08:19:24 pm
When you're dealing with walking on coordinates and you use floating numbers(IE, your coordinate can be 32.75x and 25.5y) then having some sort of "wall sliding" is essential. One very annoying thing in the original Zelda for NES was you could walk off the grid lock, but if you ran into a corner of the wall(like while trying to enter a door) you'd just get stuck there. They fixed this Z:aLttP thankfully though. The movement in this game was buggy and hard to control, but the sliding only needs to occur when you're walking and just a side of the sprite is pressing against the corner of the wall, otherwise you stop on the wall or keep going.

Offline Lackey

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Re: Mag-Man :: 72 hour entry

Reply #19 on: November 21, 2006, 09:52:38 pm
You could run checks for empty space so you'd slide around things like solid blocks but not longer walls, couldn't you?  So you'd have a rounding off effect, basically.  I'm reasonably sure this is how the version of Bomberman I used to play worked, but I may be misremembering.  I mean, the sliding is actually a really useful feature (and practically essential unless there's a grid-locking mechanism) it just needs to be tuned.