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[GAME][IN DEVELOMENT] - Project FrostFire
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Codestar Offline
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Post: #16
RE: Project FrostFire DevLog
update**

[Image: newnicokid-1.png]

Nothing really that big, but I'm going to be editing all of kid nico's sprites to make him closer to how i projected him in some concept art I've done of him

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(This post was last modified: 01-29-2010 02:54 PM by Codestar.)
01-29-2010 02:51 PM
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Gold Offline
C10H15N
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Post: #17
RE: Project FrostFire DevLog
Looking good Smile
Still not sure what my opinion is on the shading though. :\

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01-29-2010 03:59 PM
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Codestar Offline
I'm too sexy for my code
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Post: #18
RE: Project FrostFire DevLog
to be honest with you.... neither am I Cry

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01-29-2010 04:18 PM
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Codestar Offline
I'm too sexy for my code
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Post: #19
RE: Project FrostFire DevLog
if you all are curious as to what the actual scripts might look like for modifying the game, here's an example.
I'll be sure to release some documentation with the demo for this, but I'll leave it to you to figure it out.

This is the lua file used for setting Nicolas's sprites for his attacks depending on what weapon he has equipped.


Code:
function ScriptInit(id)
    Entity = id
    dir = GetDir(Entity);
    weapon = GetWeaponIndex(Entity);
    animation_index = GetAnimationIndex(Entity);
end

function Nico_Attack_Index_Script
    if(GetFlag(Entity, Flag_isclimbing)==false) and (GetFlag(Entity, Flag_ishanging) == false) and (GetFlag(Entity, Flag_ishurt) == false)
    then
        if (weapon == 0) --case 0
        then
            if (GetFlag(Flag_onground)
            then
                if (animation_index >=4 )
                then
                    SetFlag(Entity, Flag_isattacking, false);
                end
                SetHsp(Entity, 0);
                SetSprite(Entity,spr_slingshot);
            else
                if (animation_index >=3 )
                    then
                        SetFlag(Entity, Flag_isattacking,false);
                    end
                SetSprite(Entity,spr_slingshot_air);
                if (dir==LEFT) then SetHsp(Entity, 3);
                if (dir==RIGHT) then SetHsp(Entity, -3);
            end --break
        elseif (weapon == 1) --case 1
            if (Getflag(Entity, Flag_onground))
                SetHsp(Entity, 0);
                SetSprite(Entity,spr_yoyo_ground);
            else
                SetSprite(Entity,spr_yoyo_air);
            end --break
        end
    end
end

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(This post was last modified: 02-01-2010 12:07 AM by Codestar.)
02-01-2010 12:06 AM
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CeeY Offline
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Post: #20
RE: Project FrostFire DevLog
(01-29-2010 02:51 PM)Kaikimi Wrote:  update**

[Image: newnicokid-1.png]

Nothing really that big, but I'm going to be editing all of kid nico's sprites to make him closer to how i projected him in some concept art I've done of him
Nice touch. Just curious, what program are you currently using?

Gifts
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(This post was last modified: 02-02-2010 06:02 PM by CeeY.)
02-02-2010 06:00 PM
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Codestar Offline
I'm too sexy for my code
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Post: #21
RE: Project FrostFire DevLog
For what?

For sprites I use graphics gale

for the actual game dev itself i use GM6

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02-02-2010 06:04 PM
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Goemar Offline
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Post: #22
RE: Project FrostFire DevLog
Although it would make the game super huge why not have an option to have the sprites unshaded? Still think they have more character that way...

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02-02-2010 06:22 PM
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Codestar Offline
I'm too sexy for my code
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Post: #23
RE: Project FrostFire DevLog
Well right now I'm still kinda iffy on the whole subject of the shading.

On one hand it is unique, easy to draw, and I can churn out tons of animations in a short time

on the other hand, the sprites do look pretty good with the shading, they do take more time to make, and making cutscenes is going to be a pain.

For right now though, I'm sticking with the unshaded sprites for all my testing.

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02-02-2010 07:29 PM
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Solink Offline
Delicious
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Post: #24
RE: Project FrostFire DevLog
I like the unshaded sprites better
Great project by the way!

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02-02-2010 11:18 PM
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Codestar Offline
I'm too sexy for my code
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Posts: 441
Joined: May 2008
Reputation: 28
Post: #25
RE: Project FrostFire DevLog
[Image: level_editor_screenie2.png]

Oh, hey. Don't mind me.
Just postin' another level editor screenie. Carry on.

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02-08-2010 09:30 PM
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DanKen Offline
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Post: #26
RE: Project FrostFire DevLog
It looks like its coming along really good. Good luck.
P.S. Loved the miniboss theme on your blog.
02-08-2010 11:01 PM
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Codestar Offline
I'm too sexy for my code
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Posts: 441
Joined: May 2008
Reputation: 28
Post: #27
RE: Project FrostFire DevLog
Fun fact: I use the same percussion kit that Megaman X uses.

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02-08-2010 11:05 PM
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Mabelma Offline
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Post: #28
RE: Project FrostFire DevLog
Everything is coming out nicely. Keep up the great work. I love your business card, it simple yet unique. I had a question what does the Chinese/Japanese letters mean?

~~LOVE~~
~~SOLINK~~PK~~C2B~~KAIKIMI~~
[Image: Boggle_inside_a_futuristic_pod_by_Mabelma.png]

Have some time, check out my tumblr blog.
02-08-2010 11:06 PM
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Codestar Offline
I'm too sexy for my code
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Posts: 441
Joined: May 2008
Reputation: 28
Post: #29
RE: Project FrostFire DevLog
Kaikimi is the meaning of my name in english translated to japanese.

It means world ruler. I always kinda liked it so i decided to stick with it.

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02-08-2010 11:10 PM
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Mabelma Offline
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Post: #30
RE: Project FrostFire DevLog
That's so cool, It's an unique yet stylish name. Awesome so does to symbol mean Kaikimi, cool.

~~LOVE~~
~~SOLINK~~PK~~C2B~~KAIKIMI~~
[Image: Boggle_inside_a_futuristic_pod_by_Mabelma.png]

Have some time, check out my tumblr blog.
02-08-2010 11:19 PM
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