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Author Topic: Infinite Unreality  (Read 50433 times)

Offline Meiscool

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Re: Infinite Unreality
« Reply #45 on: September 04, 2012, 03:02:47 PM »
BUMMMMMMMMMMMMMMMMP
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Offline drenrin2120

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Re: Infinite Unreality
« Reply #46 on: September 04, 2012, 06:25:45 PM »
So I played through it and it was very nice as usual. I really love these maps. The color of the coral, sea grasses, and tube worms contrasts so nicely with that blue. I was also happy to discover the water effect overlaying everything.

Anyway, so the map was awesome sauce, but especially awesome was the lag. There was none. I only encountered lag once, and it was pretty bad, but it had nothing to do with the map. It seemed like when I was pressing enter in front of a boulder with an enemy right in front of me as well, there was sometimes pretty bad lag. The whole game stutters and finally stops and starts functioning normally after a few seconds.

I know you said flipping looks odd and isn't entirely animated but I thought it all looked really nice. I was so impressed I took a look at your picture folder. The way you animate long hair is really nice. Also, I assumed you used some kind of picture overlay on the maps, but I was surprised by the water overlay, very nice. That had to take some time.

Only other thing is that while I was flipping around on the first map, I happened to get this weird game crash error, "could not find WTA1W2.png". which is odd cause the file is clearly in the pictures folder. I don't know what happened.

Oh, and the music thing? Really fantastic. Where do you get your music? The thing I like most about your stuff is it all blends together to create the exact ambiance you seem to be going for.

Keep up the good work!

EDIT: Oh and one more thing, I'm sure you're working on this, but dash isn't very responsive.
« Last Edit: September 04, 2012, 06:35:38 PM by drenrin2120 »
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Offline Meiscool

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Re: Infinite Unreality
« Reply #47 on: September 04, 2012, 08:32:26 PM »
Thanks for the feedback!!!!

For the picture thingie I have no idea what happened. I've also never experienced any lag with the game, but I did try very hard to keep picture refreshes to as little as possible to avoid lag. I will probably make a setting that turns off extra effects like the flowing water for those that do have lag.

As for the dash (I assume you mean sprint?) I am working on it, but not sure what the issue is. It only seems to happen if you try to sprint too often after sprinting a few times.

Website with music: http://2ram.com/music.php

Again, thanks <3
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Offline Moosetroop11

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Re: Infinite Unreality
« Reply #48 on: September 04, 2012, 09:09:45 PM »
Ack! I don't have winrar! I don't think so anyway...  Or is there some sort of knack to rar files? I never did figure it out.
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Offline Meiscool

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Re: Infinite Unreality
« Reply #49 on: September 04, 2012, 09:33:46 PM »
Winrar is free and an amazing program. I would def recommend getting it.
Once you have winrar you can unzip the files. Nothing else to it.
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Offline Prpl_Mage

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Re: Infinite Unreality
« Reply #50 on: September 04, 2012, 09:58:44 PM »
I downloaded it, was just about to try it then I got a call from a friend who wanted me to enter Guild wars because of some sort of world event happened at the server. Gonna do it later though.
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Cool RPGM Project!
Sprite till you die

Oh my god, this was ...10 years ago...

Offline Meiscool

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Re: Infinite Unreality
« Reply #51 on: September 05, 2012, 03:27:36 AM »
Thanks. Hope ya like it when you try it.

Just coded the some of the dagger throwing system. Coded throwing the dagger, the dagger flying, and it ricocheting from surfaces it hits.
3 Daggers can be on screen at once. Currently coding the second and third daggers. Also, if you throw daggers while in a flip, a special dagger attack will be preformed.
Debating if I should have the special be 3 - n (where n is the number of daggers already on the screen) daggers being thrown in the same direction, one superfast/high damage dagger, or three daggers with two going diagonal to the thrown location.
Share opinions on this please. <3
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Offline Natako

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Re: Infinite Unreality
« Reply #52 on: September 05, 2012, 03:30:17 AM »
Will download as soon as I get a chance to play. Might be as late as next week, but I'm looking forward to trying it.
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Offline Meiscool

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Re: Infinite Unreality
« Reply #53 on: September 05, 2012, 04:00:30 AM »
Thanks. Check back before then, as I may have a new demo up with dagger throwing and some slight fixes.
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Offline Meiscool

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Re: Infinite Unreality
« Reply #54 on: September 05, 2012, 05:41:24 PM »
Small update: Finished the dagger special. I decided to go with 3 daggers being thrown at once if you use the dagger during a flip.

Secondly, I can't seem to fix the sprint system as I want it to be. I could do one of two things:
1) Remove the double tap and instead set it to when you have walked long enough without stopping, sprinting will start.
2) Remove it all together and have the player rely on flipping/diving to move out of the way of stuff quickly.

Scratch the above about the spring system. Managed to fix it and I dare say it works perfectly.
« Last Edit: September 06, 2012, 02:44:54 AM by Meiscool »
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Offline daoman89

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Re: Infinite Unreality
« Reply #55 on: September 06, 2012, 08:53:26 PM »
You're doing a great job Meiscool.  Are you gonna compose your own music to it or have somebody help you out?
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Offline Meiscool

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Re: Infinite Unreality
« Reply #56 on: September 06, 2012, 11:22:54 PM »
Thanks. Music is done by a japanese composer or two who I don't personally know; I just like their work.

So, another small update: Added a boomerang. This boomerang is as close to the boomerang in the video on the first post that I could make it to be without making it a direct copy. It doesn't look quite as good, but then again, my game already has a lot of stuff in it that that one doesn't, so they are quite different.
Anyways, you throw it and it circles you 2-2.5 times while following you, then you pause when you catch it back. You can also throw it while you flip, and doing this will make it have a large radius circle in front of where you did the flip and it will fly back quickly.

Daggers and the Boomerang (probably) won't be usable at the same time, thus I may have some sort of little item equipping thingie. I also may put elements into the game (simple fire/water/earth/wind), and allow the thrown items to have a little elemental power to em.
(Example: boomerang is thrown with shift. If fire element, you can press shift again while it is flying to have the boomerang send out fireballs while flying)
(Example: Dagger is thrown with shift. If water element, it will freeze enemies it hits rather than damage them. Frozen enemies can be pushed for puzzles)

Need idea for what wind and earth element stuff should do. Wind might be easy (faster moving dagger/boomerang), but earth.... i'm out of ideas.

BTW desiderata, I gave having your help some thought and I don't think it will be needed (as I am pretty good at making my own sprites when needed or finding them), but I will keep you in mind. If you want, I could use a sprite of an underwater boulder to push around that matches the graphics I have now. Let me know if you want to attempt it. It should have at least a few frames (like the rtp boulder has), but doesn't have to be very many.
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Offline Prpl_Mage

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Re: Infinite Unreality
« Reply #57 on: September 07, 2012, 09:27:10 AM »
Nothing less than amazing.
Visuals are amazing as always.
Forward dodge sure looks hilarious, reminds me a bit of the running dodge in monster hunter tri.
One thing though, the pillars on the side of the stairs in the first map, when standing in front of them the hair/upper head gets obstructed by the second piece of that pillar.
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Cool RPGM Project!
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Offline desiderata

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Re: Infinite Unreality
« Reply #58 on: September 07, 2012, 03:52:23 PM »
@meis:
Yeah, I could give it a try.  I was planning to have an underwater segment in my own project at some point, so at the very least it'll give me an excuse to practice.  I'll see what I can do.  I might experiment with a few other things like chests and such while I'm at it.
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Offline Meiscool

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Re: Infinite Unreality
« Reply #59 on: September 10, 2012, 09:59:29 PM »
Another small update here:

Coded two elements on weapons: Fire and Wind. Daggers thrown with wind will bounce off walls X amount of times. Daggers thrown with fire will explode on impact.
                                                       Boomer thrown with wind: ?    Boomer thrown with fire will great a fireball that flys around. Upon pressing shift, the fireball will explode into three straight flying fireballs.

Secondly, added a stealth system to the game. Pressing and holding X for 1 second will cause the player to enter stealth mode IF stealth is allowable (some areas, such as open plains/boss fights stealth mode will be unusable. It also will not be usable against animals or if a human enemy has already "seen" you and is tracking you. It will pretty much only be usable in specific situations). Once entered, the character is considered "hiding". Pressing -z- or -enter- (slash) while hidden will result in a lunge being preformed, which deals critical damage.
Thirdly, throwing a dagger at an enemy's back will deal critical damage too.

If all goes according to plan, the intro of the game will begin with a tutorial teaching the player about stealth mode, lunging, sprinting, dodging, and throwing.
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