AuthorTopic: Skeletroids dump - Update: You've got friends!  (Read 57149 times)

Offline Vertigo-zero

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Re: Skeletroids dump

Reply #10 on: April 16, 2008, 07:07:40 pm
Yea that dino boss HAS to be in! Anyway are you going to program this or someone else?
If no-one is doing that yet, let me! :D I mean it, i want and can do it :P

(want proof? www.boomersnet.nl <--- my older, smaller games)

Offline MrMister

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Re: Skeletroids dump

Reply #11 on: April 17, 2008, 05:17:40 am
My first reaction was to think of Threads of Fate.. these are really great though.
The running animation is one of the best I've seen.. the sword moves wonderfully.
it might be a one shot deal

Offline Ben2theEdge

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Re: Skeletroids dump

Reply #12 on: April 17, 2008, 05:21:18 am

Running animation! The further arm is a little wonky, I know. Comparing this to the old one, it's kind of shocking to see how much I've progressed in just one year.

Conceit: Haha that's great; when I decide to make the game high-res I'm going to contact you :crazy:

Reo and Vertigo: That boss is indeed still in the game; all the "main" bosses are dinosaur themed actually. I think I may actually redraw him even bigger though! Muahahaha
Vertigo: I haven't started coding yet but I think I'm going to use Multimedia Fusion; it's quick and dirty and I don't have terribly huge aspirations as far as porting goes.

ND, we are totally on the same wavelength as far as the sword gameplay goes. There isn't really a visible trigger on the pixel art (although I always drew one in the concept sketches). If I'm really ambitious I might make it shoot steam when you rev it though, heh heh.
I mild from suffer dislexia.

Offline Willows

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Re: Skeletroids dump

Reply #13 on: April 17, 2008, 06:13:56 am
Maaan, that's a beautiful run animation... though shouldn't his shoulder be bleeding profusely? Sharp edges + sawing motion = pain.

Offline Ben2theEdge

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Re: Skeletroids dump

Reply #14 on: April 17, 2008, 06:17:06 am
Well that part of the sword is actually where the blade ends and the saw engine begins. But he puts safety first and wears shoulder pads just in case  :P
I mild from suffer dislexia.

Offline Conzeit

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Re: Skeletroids dump

Reply #15 on: April 17, 2008, 06:29:50 am
hmmm...if you ARE thinking toward Adrias'es way in the animation...I really think you should figure out a cool way for him to weild the sword when he's in saw mode. Say....maybe he holds it like a bazooka, or like an electric guitar (maybe even do the rock sign! :p)

Other than that....I think you should modify the sword a little...maybe give it a better handle (according to the sawing pose you decide on). I've always found the movement of these incredibly big sword-weilding guys more reasonable when the handle reasembles a Lance handle, more than a sword's.

http://www.youtube.com/watch?v=7acpjKAyvzk Take Tsamanosuke from SamuraiX/RouroniKenshin for example

For the actual guy, his wardrobe still seems pretty non-dinstinctive. I like the direction you are somewhat tackling with that leather pilot hat. Maybe you should give him some beggining of the century, or perhaps even renaisance wardrobe.

When I see him i kinda think of him as Steamboy if he hadnt build a jetpack, but a ridicoulously big sword appartus instead. And I like it
http://www.youtube.com/watch?v=Z1haSQGb3xs Steamboy Trailer

Relevant picture(s)
http://img151.imageshack.us/img151/7298/steamboyif0.jpg
http://www.soundtrackcollector.com/images/cd/large/Steamboy_MICA0289.jpg
http://upload.wikimedia.org/wikipedia/en/5/53/Steamboy044.jpg
http://www.beyondhollywood.com/posterx/steamboy.jpg

I dont post that to tell you "make him look like steamboy" I just post it as an incentive to consider maybe a steampunk mixed with historic aproach for his design

PS: About the Dino boss....I always LOVED the DragonBall-ish sensitivity to him. I felt like he could be a different model in the same production line as the Pirate Robot http://www.myfavoritegames.com/dragonball-z/Images/RRA/PirateRobot.gif that chases them when Blue from red ribbon is following them in that pirate treasure cave.
« Last Edit: April 17, 2008, 06:50:53 am by Conceit »

Offline Bouzolf

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Re: Skeletroids dump

Reply #16 on: April 17, 2008, 04:58:12 pm
STEAM BOY! Man, that movie was amazing. The one-whell moto thing was so cool.

Ben2theEdge, you sould include it into you game, it would me it the best game evaaaaaa  :P:

Just in case:
http://www.dself.dsl.pipex.com/MUSEUM/TRANSPORT/motorwhl/steamboy1a.jpg
http://www.dself.dsl.pipex.com/MUSEUM/TRANSPORT/motorwhl/motorwhl5.htm



My English is poor, sorry about that..

Offline ninjascience

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Re: Skeletroids dump

Reply #17 on: April 17, 2008, 05:52:21 pm
why are rotating the sword in-game?  Will you have different versions that you want to swap out on the fly?

Offline robotacon

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Re: Skeletroids dump

Reply #18 on: April 17, 2008, 06:54:22 pm
Awesome!  :0'

Only negative thing is the left arm + sword that seems disconnected to from the shoulder, but you've already said that you know about that.
It makes the sword seem too light also, it doesn't need to move that much really.

Great readability and cute as hell.
I envy your skills.
« Last Edit: April 18, 2008, 07:19:35 am by robotacon »

Offline Ben2theEdge

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Re: Skeletroids dump

Reply #19 on: April 18, 2008, 01:18:57 pm
Gave him a standing animation that I'm not 100 percent sure I'm happy with


And started on a jumping animation:


I'm reconsidering rotating the sword in code since I did it by hand for all these animations anyway, plus I can clean it up; between here and pixeljoint the feedback is unanimously "booooo!" to the jaggies on the sword.
« Last Edit: April 18, 2008, 01:23:12 pm by Ben2theEdge »
I mild from suffer dislexia.