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 Post subject: Re: Hi, and a swf
PostPosted: Sun May 16, 2010 11:25 pm 
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Oracle of the Slipper
Posts: 2661
Species: Weesaur
Location: Ankh Ridge, Alyeska
Damn, this gets better 'n' better! :)

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 Post subject: Re: Hi, and a swf
PostPosted: Thu May 20, 2010 7:33 pm 
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Unlikely
Posts: 21
Species: Skittish Fox
Location: Seattle-ish
Buildings are in. You can kick them a few times to knock them over, or just get a foot on top of them and press down for an instant K.O. So maybe the game has a new story now- the Store-Mart franchise has aggressively moved into town and opened up a new storefront every 30 feet, but none of their locations have any Cherry Coke in stock. Solution: Rampage.

While I was working on the buildings I hit a lot of other issues which had to get fixed first (I just finished the last of the problems a few minutes ago). One of the fixes was to stop keeping a pile of garbage offscreen, which means that the game will run a tiny bit better when you have the object count slider turned up. Yay for better!

Diablo wrote:
That effect where the people go flying upwards is a very nice touch.

Why thank you. :D It's kind of an accident with my foot collision detection, but I think in this case it counts as a feature not a bug.

And now my right arm is starting to hurt due to a non-ergonomic desk setup at work. Keyboard usage ceasing in 3... 2... 1.

-SRGI


Attachments:
File comment: +buildings -0.75% slowdown
StompTest_v4.zip [50.79 KiB]
Downloaded 214 times
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 Post subject: Re: Hi, and a swf
PostPosted: Thu May 20, 2010 7:58 pm 
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Oracle of the Slipper
Posts: 2661
Species: Weesaur
Location: Ankh Ridge, Alyeska
Nice upgrade!

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 Post subject: Re: Hi, and a swf
PostPosted: Sun May 23, 2010 4:38 am 
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Blue Raptor
Posts: 1277
Species: anthro raptor
Location: Raptorland
Very nice start on buildings indeed. :lionstomp:
There sometimes seems to be a thin line flicker between leg and heel?
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I am raptor.

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 Post subject: Re: Hi, and a swf
PostPosted: Thu May 27, 2010 8:55 pm 
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Species: Skittish Fox
Location: Seattle-ish
Blue wrote:
There sometimes seems to be a thin line flicker between leg and heel?

I'd seen that before, and I thought it was some problem with the scaling and rotation on the leg and I was planning on ignoring it. But since you mentioned it, I started fiddling around with the leg, and I found out that flicker was actually caused by a zero-pixel-wide line that'd gotten attached to the calf clip somehow, which I only discovered by missing a click and accidentally selecting that size-less line. Lucky! Then it got deleted. And now the flicker is fixed!

I also did a bit more cleaning up of things, but there are no significant changes this time. If you got v4, you can probably skip this one. The next thing I'm thinking of working on is different building types, which should also enable different pedestrian types, which could possibly lead to different player types. It may be another week or two for that.

-SRGI


Attachments:
File comment: -leg flicker, -0.02% slowdown
StompTest_v5.zip [45.34 KiB]
Downloaded 200 times
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 Post subject: Re: Hi, and a swf
PostPosted: Sat May 29, 2010 1:06 am 
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Oracle of the Slipper
Posts: 2661
Species: Weesaur
Location: Ankh Ridge, Alyeska
Aw, why can't I change his size anymore?

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 Post subject: Re: Hi, and a swf
PostPosted: Thu Jun 03, 2010 8:25 pm 
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Posts: 21
Species: Skittish Fox
Location: Seattle-ish
Dinosorceror wrote:
Aw, why can't I change his size anymore?

That is because I am quite foolish. I turned off the size changer while fiddling with some things, and then didn't turn it back on before uploading. D'oh! It's back on now, but I haven't worked on the flash at all this week and there's some half-finished stuff left in it so I can't put up a fixed version. The next work time opportunity will likely be Sunday, so hopefully there'll be something workable for next week.

-SRGI

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 Post subject: Re: Hi, and a swf
PostPosted: Thu Jun 17, 2010 9:00 pm 
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Species: Skittish Fox
Location: Seattle-ish
Getting this update done took longer than it should have. There was a deadline at work and I had to do stuff to my car and there was a rock concert on the 5th, and more excuses. Anyway, v6!

"Parallax" is a fun word. I added a parallax background layer, and I think it's another big step up for visual quality just like the particles were. The other notable change is that buildings and pedestrians now have a couple variations. Two buildings and three shirt colors isn't a very big variety, but now that the system is in place I could theoretically plug in new art whenever I felt like it with the greatest of ease. Well, maybe more like with only a modicum of difficulty. The last change here is fixes for a couple silly bugs where people would slide along the ground under a foot, or never stand up after being knocked down.

Stomped peds are still all the green-shirt ones because the stomp-mark-leaving part wasn't updated yet. Once that part is fixed, I could possibly add a setting for non-bloody stomping for the people who prefer it that way.

The next thing on the to do list is to hook up the art changing system to the backgrounds and the player, and after that I was thinking about adding cars, but I still haven't settled on a good plan for how they should work. Parallax parallax.

-SRGI


Attachments:
File comment: +building/pedestrian variety
+parallax
-2 bugs

StompTest_v6.zip [50.34 KiB]
Downloaded 205 times
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 Post subject: Re: Hi, and a swf
PostPosted: Thu Jun 17, 2010 10:49 pm 
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Oracle of the Slipper
Posts: 2661
Species: Weesaur
Location: Ankh Ridge, Alyeska
So who do I have to bribe to up the max size? :)

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