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#11 | |||
it's monkey twice!
Join Date: Dec 2007
Posts: 175
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Re: TF Flash Game
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Also, the list of animals I have is in the first post. I have already done the penguin sprite. Since I haven't done any other Arctic animals yet, though, I haven't bothered to make the Arctic stage. By the way, when I do, I'm gonna need sliding. I'm sure I can figure it out myself. Just lower the value of "slowdown" that decreases X after you let go of the arrow key, I bet. The underwater level is supposed to be underwater, so I'm going to lower the speed of descent and turn the sprites sideways for "swimming" Quote:
I have a lot of ideas pop into my head while brainstorming for stages (other than stages, unfortunately). One of which is regarding stages where two or more items (milk, tennis balls, etc) need to be hit to trigger it. I figure I could try to do the simple ones from the side, like ears/tail when those get hit. The initial plan for this project was to hit a trigger, do a cutscene-esque thing, and then have the sprite for movement change to the finished product, but the level wouldn't end. I haven't scrapped this idea, but it does mean editing a whole new series of sprites from the side, which might be hard for me not being a graphic designer. In the end I might just make a new game entirely for this concept, or at least a new setting in the menu for it. Now that I think about it, since I'm doing idle animations for everything anyway, I could just copy those into the new sprite and get new use out of them. Tell you what. If I don't get stage ideas from anyone, I won't have anything else to work on, so I'll try working on that. Quote:
I was getting tired of jumping over the carrots every time I wanted to get to the 2nd part to test new code I wrote so I made that invisible platform. You can bypass the entire thing unless you jump. Since it's invisible, you cannot land on it more than once. Somehow. What has Science done? (Though I have a trick for bypassing the "unlock" menu for myself =x) ---- Anyway, I'm sure anyone could've found this on their own, but here it is. This is the sprite sheet I used for the game. http://sdb.drshnaps.com/SpritesPC.htm#Azumanga I believe I used the second image in the top row for everything. I used two images in the second row for Idle, and obviously row 3 column 2 for Walking. Oh, and if I can find a way to save your data so you don't have to re-play all of the stages again to go to any one you want, I'll work that in too. Once again, feel free to submit anything you want in the game. I am more left-brained, so it's hard for me to be creative. I'm always looking for: Animal ideas (suited for the locations, or even provide a new location entirely). Don't feel limited to real-world animals either. I have no problem doing mythical animals (already done two as mentioned in the original post) or video game animals (already done 10 as mentioned in the original post.) TF Triggers (the cause, typically relevant to the animal or location. I don't like it based on "magic". I feel like it should be rooted in something that "could" happen in a world where TFs are possible.) Processes (Somewhat limited by Flash, as you can already tell from the game. If there's a specific way you want it to happen, I'll see what I can do.) Post-animation (What she does afterwards. Again, relevant to the animal if possible. Difficult for animals that are average, so most of the time I stick to tail movement one way or the other) Stages! (The obstacles, the goal, the traps, etc. Thanks to the revised code from Tolka, much more imaginitive stages are possible. I couldn't use slopes before, but now I can. The hit detection will even wrap to curved surfaces.) ...Anyone else notice I tend to write too much? |
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