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Hapiel
Rear Admiral ![]() ![]() Joined: 14 April 2022 Online Status: Offline Posts: 3263 |
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Here is the 'correct' version of the bridge
@Jim, how is the tree doing? Edited by Hapiel - 27 June 2013 at 9:38am |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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KunstStukken.nl M.E. Art
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Hapiel
Rear Admiral ![]() ![]() Joined: 14 April 2022 Online Status: Offline Posts: 3263 |
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Originally posted by M.E.
Thanks Hapiel, I've put it in the latest demo: OPP Game Best regards from M.E. Hmm, right now the character is being displayed behind both layers of the bridge! Also it comes out underneath the front layer, I should fix that. |
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guima1901
Seaman ![]() Joined: 08 August 2009 Online Status: Offline Posts: 17 |
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someone should do a waterfall.. and a winter enviroment
here is an example ![]() Edited by guima1901 - 27 June 2013 at 3:18pm |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Originally posted by Hapiel
Hmm, right now the character is being displayed behind both layers of the bridge! Also it comes out underneath the front layer, I should fix that. The character being displayed behind both layers was my fault. Should be corrected now. The front layer could use some grass for instance so that it covers up the feet of the character. Best regards from M.E. |
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KunstStukken.nl M.E. Art
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Hapiel
Rear Admiral ![]() ![]() Joined: 14 April 2022 Online Status: Offline Posts: 3263 |
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I already fixed the front layer, check out the wiki :)
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Well, in the WIKI I still see the front layer without any grass. The middle layer has some grass so maybe we are talking about different tiles?!
Updated the game also with a save/load construction. Best regards from M.E. |
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KunstStukken.nl M.E. Art
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Damian
Commander ![]() ![]() Joined: 23 December 2014 Location: United Kingdom Online Status: Offline Posts: 455 |
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I edited the waterfall. This is more an idea than a finished product. I'll wait to see if you think it's worth pursuing, and if it is, I'd have to change the water tile too.
![]() So I was going through referenced for waterfalls when I saw this: http://s.cghub.com/files/Image/032001-033000/32718/499_stream.jpg and this: http://images4.wikia.nocookie.net/__cb20090803042509/chrono/images/c/c6/DivineDragonFalls.png Awesome! Edited by Jim16 - 29 June 2013 at 1:13pm |
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KEtsumio
Midshipman ![]() Joined: 11 January 2011 Online Status: Offline Posts: 25 |
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![]() Did an edit of skeddles leaf monster guy... Really liked the idea. : ) Edit: Did a base with A3um's girls head. Made an Archaeologist out of her. She could chill in town but you can also meet her in the jungle. Left a base for her if anyone wants to change her up/ make her better. lol CC-BY-3.0 OK to use these...lol Not really all my stuff anyways 2 Edit: Working on a Totem pole design thing...suppose to be zebra stripes. : / IDK I want it to spit fire out of its mouth though. Edited by KEtsumio - 05 July 2013 at 9:29am |
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iaman
Seaman ![]() ![]() Joined: 24 July 2014 Online Status: Offline Posts: 1 |
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Originally posted by Ellian
![]() ![]() I'm not great at pixel art, but this is just a quick edit (treat it like a suggestion I guess?) but basically:
Edited by iaman - 05 July 2013 at 8:45am |
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Hapiel
Rear Admiral ![]() ![]() Joined: 14 April 2022 Online Status: Offline Posts: 3263 |
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I love what you did here! The more I watch it the more I like it and the snapping back action is genious!
I made a tiny edit, changed the frame rate to 8 spf (which is the standard for OPP) and added a pause in the middle not to make the attack go to fast. See it uploaded on the wiki :) |
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DragonDePlatino
Commander ![]() ![]() Joined: 22 July 2015 Online Status: Offline Posts: 59 |
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Wow! There's some really great artists on this project! The organization and palette management so far has also been great, so this definitely looks like a project I might want to contribute to. But two suggestions...
First, you really might want to update the main post with the additional assets created so far. It would definitely impress those people who don't have the patience to look through forum pages, and it would make things a little bit more organized. You might also wanna put some WIP stuff there, like Skeddle's creatures. I might try finishing those at a later time! Secondly, why not take this to the Spriter's Resource forums? That would be a great place to recruit some artists and I think it's not against tSR policies to advertise something like this. |
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Hapiel
Rear Admiral ![]() ![]() Joined: 14 April 2022 Online Status: Offline Posts: 3263 |
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The front post was definitely in need of an update! I changed the todo list and linked to all the wiki pages related to the jungle set.
As for tSR, I don't know the place so well but I think that once we have a clear goal for the game some advertisement would not be out of place. This is of course done best by those who are already members there and know the community, do you happen to be there? |
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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What a nice character over at the character-post and it walks also !!!
I could not resist putting it in place of the hero for the moment. The jungle theme is the most complete so these tiles are dominant so far! The status at the moment:
As always the work in progress / history can be found at: OPP Game Best regards from M.E. Edited by M.E. - 07 July 2013 at 11:00am |
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KunstStukken.nl M.E. Art
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guima1901
Seaman ![]() Joined: 08 August 2009 Online Status: Offline Posts: 17 |
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![]() Other edit i made Edited by guima1901 - 09 July 2013 at 5:42am |
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Damian
Commander ![]() ![]() Joined: 23 December 2014 Location: United Kingdom Online Status: Offline Posts: 455 |
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M.E., for some reason I can't seem to play the flash version on your website, it's a bit of a pain in the ass to have to use the android version everytime. anyone else having this problem?
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Hapiel
Rear Admiral ![]() ![]() Joined: 14 April 2022 Online Status: Offline Posts: 3263 |
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Flash version works for me. Also Jim, do we have hope of seeing the tree finished? :D
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Jim,
Thanks for testing and glad to see at least one type of deployments working for you. You could try to download the swf file directly to your computer and open it from there. (right-click save target as ..) that would eliminate possible browser issues. I could also supply a standalone Windows or Macintosh version if you would need it! Best regards from M.E. |
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KunstStukken.nl M.E. Art
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KEtsumio
Midshipman ![]() Joined: 11 January 2011 Online Status: Offline Posts: 25 |
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![]() Still working on the totem pole design... do-dee-dum XD Going for more of a rock look instead of the zebra stripes now. Any FB would be helpful.. : ) @Hapiel Saw your edit of the Arch Girl in characters, she looks awesome now. Glad she is getting some love! LOL |
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Hapiel
Rear Admiral ![]() ![]() Joined: 14 April 2022 Online Status: Offline Posts: 3263 |
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The design of this totem is great, but the colors seem very very weird! Perhaps try to stick to 1px lines? And get rid of the shading for now?
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello All,
Last week and a half I worked on dynamic-tiles so that we can have different Tilesheets for each level and/or let people use their assets completely seperately from the 'community-game'. Again, everything is pre-alpha and hard to use for yourself (no level-editor at the moment) So if you just want to watch the state of the process please visit the history pages : OPP Game Pages If you want to investigate and play around with the Loader you can use the following text as a short instruction how to use the Loader with your own files. I created a kind of Player/Loader for the tiles. No other characters and character definitions at the moment, only tiles. And also for proof-of-concept, I only created the background and action layers, but the others should be fairly easy to replicate but have to wait for other parts to be completed. For the time being I don't want to put resources on a server but I did want artists to have the ability to upload their own work. My current solution is to use Dropbox. Each Dropbox-account has a Public folder and you can upload your own tilesheets to your own dropbox. When you right-click on the uploaded file you get the option to copy the public URL. This URL looks like this: https://dl.dropboxusercontent.com/u/ __YOURNUMBER__ /scene1.txt Keep this number because you will need it when you start the Loader. You can download the files that I have put on Dropbox for your own reference and modifcation https://dl.dropboxusercontent.com/u/107982821/action.png https://dl.dropboxusercontent.com/u/107982821/background.png Both 512x512 pixels and tiled on 32x32. The loader only collides with tiles that are from the action.png file. The other tiles are transparent. This means we have to devide the current tilesheets into multiple and put the grass and soil on seperate layers. The most important file that you have to put in the dropbox Public folder is the file called scene1.txt. In this file you can use different secure paths to the images you want to use yourself. The sample is: https://dl.dropboxusercontent.com/u/107982821/scene1.txt At the moment the filename: scene1.txt is hard-coded as well as the dropbox-base. The Loader accepts the number as source folder, so it can be the one that you host! In the scene1.txt you can change a lot yourself. scenenr= You can change the 1 into another number, but you have to alter all the other references to this scene-number in the file. The purpose is that you could have multiple scenes in one file, but maybe this will be changed in future file-formats. 1.background.url= The 1. stands for the scenenr and refers to the scenenr name. The URL used by myself is the dropbox folder. Flash is strict in accepting only the site that it launched from so modification should be carefully made! 1.action.url= The location of the PNG file for the collision tiles. 1.hero.name= At the moment hero_1 works 1.hero.x= Tile column where the player starts from 1.hero.y= Tile row where the player starts 1.0.nrofitems= The 1 applies to the scenenr, the 0 is the background layer. We need to tell the loader how many tiles we have on this scene for it to load all of them. Then follows (nrofitems-)times the following three lines: 1.0.<item-counter>.x= 1.0.<item-counter>.y= 1.0.<item-counter>.t= X=row, Y=column, T=tilenr (0-based) After the nrofitems-count the action layer information starts: 1.2.nrofitems= <repeated> 1.2.<nr>.x= 1.2.<nr>.y= 1.2.<nr>.t= The layers 1 and 3 will come later. You can play with these things, but you could also wait for a level-editor ![]() Best regards from M.E. |
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KunstStukken.nl M.E. Art
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M.E.
Commander ![]() ![]() Joined: 26 February 2007 Online Status: Offline Posts: 430 |
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Hello All,
Well, I made some progress on the Editor [ Windows only! ] Steps to use it: * Download the Editor.zip from the OPP-Site : OPP Game Page * Create a Dropbox account (or use the one you already have) * You should have a Public directory (propably c:\users\<yourname>\Dropbox\Public) * Open the ZIP file and copy all the contents to the Public directory [ NO SUBDIRECTORY ] * You should have c:\users\<yourname>\Dropbox\Public\Editor.exe * Right Click on the scene2.txt file and select menu option : Copy public link * Open Internet Explorer and paste the URL: Ctrl-V * Write down your private number (after dl.dropboxusercontent.com/u/ _ THIS IS YOUR NUMBER /scene2.txt * Open your dropbox folder (either using the right bottom icon or launch Explorer and go to your dropbox folder) * Double Click the Editor.exe This editor will ask your private number and a dot (.) with the scene filenumber. In my case it is: 107982821.2 Where .2 points to the scene2.txt file. We can have more .<nr> files for different scenes/games, but you have to name them manually yourself. Press [ok] What can you do? Top left icon = Save It will save the scene<nr> file to different time-stamps so you can copy previous work when you need to. Below it = Load <- this will give you the main-screen again where you can select another level if needed Then you have L+ = Layer plus and L- which is the previous layer The arrow keys will move you 8 tiles in the direction it points to. There are 5 image files you can edit which are 512x512 pixels (last tile = erase/undo) background2.png = no collision action2.png = 32x32 collision front2.png = no collision ground2.png = bottom collision backgroundimage.png : this isn't a tiled image but is used as an image. Again, the editor is also very much alpha and you can expect things to fail. Tip: save a lot and quit the editor once in a while. What I find really nice is that you can share the levels when you post your personal number with the scene number so that everybody can use the same loader to play your level. Edit: Added a ground collision tilesheet and collision detection. There are version 2 files of the PNG files! Best regards from M.E. Edited by M.E. - 23 July 2013 at 5:47am |
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KunstStukken.nl M.E. Art
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guima1901
Seaman ![]() Joined: 08 August 2009 Online Status: Offline Posts: 17 |
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made something i dont know the name in english
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Damian
Commander ![]() ![]() Joined: 23 December 2014 Location: United Kingdom Online Status: Offline Posts: 455 |
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It's called a ladder ;) I don't really like the perspective of this ladder and the green one. It's probably would be best front on, like in a lot of platformers.
Edited by Jim16 - 05 August 2013 at 1:29pm |
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DDR
Midshipman ![]() ![]() Joined: 10 May 2011 Online Status: Offline Posts: 37 |
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I am confused. Why is the ladder so much longer on one foot than the other? It looks very escher-ish.
![]() I edited it to show how I think it should look, to me. |
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programgamer
Midshipman ![]() ![]() Joined: 07 September 2020 Online Status: Offline Posts: 71 |
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One side is not longer than the other in the first image, the perspective is just off a tiny bit.
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DDR
Midshipman ![]() ![]() Joined: 10 May 2011 Online Status: Offline Posts: 37 |
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The bottom right foot is 240% longer than the bottom left foot. 20% would be, in my books, the maximum length you could call 'a tiny bit off'.
One foot is way longer than the other in the first image. I will grant you, each side is technically the same length. |
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programgamer
Midshipman ![]() ![]() Joined: 07 September 2020 Online Status: Offline Posts: 71 |
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Kids, this is why you go to school, so you dont look like me being a fool not understanding the wording of other people.
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Cheetah
Midshipman ![]() Joined: 20 March 2009 Online Status: Offline Posts: 48 |
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Online Demo Controls: Jump = Spacebar Charge Jump = Shift Advance = Spacebar/Return Here is the current demo of the Endless Runner a teammate and I are working on slowly. Note that the charge jump controls are experimental and not fully implemented. We just wanted to post something playable regardless of polish. It is using all art from the OPP. We are hoping to add obstacles and trees in next. All feedback is welcomed, though this is very early. Edited by Cheetah - 25 August 2013 at 6:41pm |
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DDR
Midshipman ![]() ![]() Joined: 10 May 2011 Online Status: Offline Posts: 37 |
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Nice, Cheetah! The whole thing's procedurally generated?
I am curious, too, who is the "we" in your post |
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Cheetah
Midshipman ![]() Joined: 20 March 2009 Online Status: Offline Posts: 48 |
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Definitely not at the procedural generated point yet, that is actually just two screens worth of platforms in random order. Having those platforms procedurally generated is the goal though. I'm working with a programmer, we are just hobbiests seeing if we can get something done and out there on mobile.
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DDR
Midshipman ![]() ![]() Joined: 10 May 2011 Online Status: Offline Posts: 37 |
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Cool. :) Good luck!
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Noburo
Commander ![]() ![]() Joined: 10 June 2014 Location: United States Online Status: Offline Posts: 279 |
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Edit of Skeddles' wasp. Finished for tonight, but I'll be touching it up and adding doing some animations. |
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Damian
Commander ![]() ![]() Joined: 23 December 2014 Location: United Kingdom Online Status: Offline Posts: 455 |
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That yellow really bugs me:D It's a bit to high contrast. I wouldn't animate it yet, if only because I think it has a few design flaws; neck to long, arse area to big proportionally, and maybe a few to many colours being used. I'm not certain of the last point, I'll make an edit and post later and we'll see if I'm right.
Edit: Here's an edit I hope is in the right direction. Like I said earlier, I didn't like the yellow. However, during this edit I tried using the orange instead, which came out really dark. So in the end I did a quick pallet swap and reintroduced the yellow, and I think it kinda works, although stands out a lot compared to the other characters/creatures. ![]() Edited by Damian - 27 October 2013 at 3:52pm |
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Noburo
Commander ![]() ![]() Joined: 10 June 2014 Location: United States Online Status: Offline Posts: 279 |
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Definitely looks better. The colors I used were a bit too strong. I may to some small tweaks to your edit and have a go at animating it later this week.
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Noburo
Commander ![]() ![]() Joined: 10 June 2014 Location: United States Online Status: Offline Posts: 279 |
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I made a few tweaks to the design to add some color and texture outside of just the bright yellow. I plan on cleaning things up a bit more with the wing animation still.
I suppose this could potentially work as both an idle and a "walk" animation. ![]() Edited by Noburo - 16 November 2013 at 4:41pm |
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Damian
Commander ![]() ![]() Joined: 23 December 2014 Location: United Kingdom Online Status: Offline Posts: 455 |
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That animation is great! The changes you made are really cool, I love the black texture at the back. The only part that bothers me is the shoulder/back area, it doesn't look bad or anything, but its not right either (Maybe I'm being too critical?). It is such a small area to edit so I don't think it would have an impact on the animation. Maybe add a bit of that black texture?
Edited by Damian - 17 November 2013 at 12:12pm |
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KEtsumio
Midshipman ![]() Joined: 11 January 2011 Online Status: Offline Posts: 25 |
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I will just take an art dump right here if you guys do not mind...haha Did another edit on the arch girl. Trying to make her fit in with the new style. Gave her body a lift, little more boobage and a face lift as well. haha. Does she seem to fit in or should I do more edits on her?? Plan on doing a walking cycle without the backpack on, make her swinging her arms. Look very ditzy which could be funny. Also I did an idle for her...she bounces in place. Should I make her pony tail bob up and down? Still thinking on making the boobs bounce as well...haha
![]() ![]() ![]() Did edits on the leaf monster guy. Does he fit in with the new style now?? I want to really make sure before I start making attack/idle/ walking ani's for him. I was thinking of making two attacks, a long range and close range. His arm would grow that moss whip and attack with it. And punching would be a close range attack. Good idea, Bad idea? ![]() Also did and edit on A tree...got rid of the grays. I tried to reduce the colors in the tree....Should I proceed with cleaning it up and making tiles of it?? Might make a bigger one with a hut sitting in it. Like on Surt's sketchy drawing. : ) ![]() |
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Noburo
Commander ![]() ![]() Joined: 10 June 2014 Location: United States Online Status: Offline Posts: 279 |
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The archaeologist is looking good, but the animation seems to be moving a bit too much for an idle state, especially the map.
I like the way that the leaf monster is looking, but it looks like it could still use some cleanup before animating. I may make an edit later this evening. In regards to the tree, I actually kind of like the use of the gray as a shadow, which gives the tree more depth. |
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Hapiel
Rear Admiral ![]() ![]() Joined: 14 April 2022 Online Status: Offline Posts: 3263 |
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I am very glad to see people still work on this! I really am sorry I am not able to devote any time to this project now or in the near future, but as long as the artwork keeps kicking ass like this it survives!!
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Noburo
Commander ![]() ![]() Joined: 10 June 2014 Location: United States Online Status: Offline Posts: 279 |
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![]() Went a bit further with the edit than I intended. Oh well. Edit: tweaked a few more features Edited by Noburo - 06 December 2013 at 4:13pm |
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Shadowfox
Commander ![]() ![]() Joined: 12 June 2016 Online Status: Offline Posts: 106 |
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Originally posted by Cheetah was able to play on my iPad o.o love it
Online Demo Controls: Jump = Spacebar Charge Jump = Shift Advance = Spacebar/Return Here is the current demo of the Endless Runner a teammate and I are working on slowly. Note that the charge jump controls are experimental and not fully implemented. We just wanted to post something playable regardless of polish. It is using all art from the OPP. We are hoping to add obstacles and trees in next. All feedback is welcomed, though this is very early. |
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Cheetah
Midshipman ![]() Joined: 20 March 2009 Online Status: Offline Posts: 48 |
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Thanks for the feedback on different hardware and I'm glad you liked it! We have been thinking about doing some procedural drawing stuff, particularly with having different vertical environments. Such has having the main islands, and then having various shaped and sized trees that you could jump on. Figuring out a clean way to procedurally draw platform trees with some variety is rather daunting.
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