WIP (Work In Progress)
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zeid
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Quote zeid Replybullet Topic: CopperHead
    Posted: 23 October 2006 at 10:48am






Update v2 -- Update v3 --Run Cycle.The Strip giving all of Copper Heads current frames.A Splash animation for copperhead.C&C appreciated. Still all WIP.LINK FOR THE GAME - removed


Edited by zeid - 01 February 2007 at 7:30am
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PixelSnader
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Quote PixelSnader Replybullet Posted: 23 October 2006 at 12:22pm
i thought about a mouse when i rad the title
 
stuff doesnt look too bad, but the movement in the run animation is wrong, its more like he's.. uh.. dance boxing or something, have you studied other people's cycles?

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Souly
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Quote Souly Replybullet Posted: 23 October 2006 at 12:35pm
Reminds me of Larwick's - Gold Robot

I am the jesus of PJ.
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Equinoxx
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Quote Equinoxx Replybullet Posted: 23 October 2006 at 1:45pm
Souly, what's your point ?

I like this, though I'd prefer to see the entire animationcycle with the jumps and shoots and whatnot
Have to agree with Snader here too as there appears to
be something off about the animation. It appears as if it's to fast as well ...

also, I prefer seeing things on a clear background (*hint hint* transparant background *hint hint*)

Edited by Equinoxx - 23 October 2006 at 1:48pm
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Souly
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Quote Souly Replybullet Posted: 23 October 2006 at 1:49pm
There wasn't much point to it.
I woke up and posted it.

Anyways, back to topic.

There's too much static movement going on in the running animation.
I don't think you need the leap in the animation.
When you run do you bounce everywhere?

I am the jesus of PJ.
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zeid
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Quote zeid Replybullet Posted: 23 October 2006 at 10:51pm

Yes I studied quite a few run cycles in the past. All the frames are based on real running poses, but I knew when I submitted that the run cycle at present would get the most criticisms. I think I went wrong by not making the motion as structural as it should be, as it is a small piece it might not need all 4 tweening frames. Also a few minor pixel changes will have big impacts on the entire piece as it’s so small as such I should have planned how the lower bodies segments are scaled to the head etc.


Heres a quick update using a 6 frame cycle and a few pixel shifts in the body, etc. I think I might need to completely redo the anaimation but im not sure at this stage.
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Quote EyeCraft Replybullet Posted: 24 October 2006 at 4:24am
Hmm, its a hard character to imply motion with. I think your edit is an improvement, but still has more potential. It doesn't convery a feeling of momentum and/or balance to me, I think he should be leaning forward a little more.
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Aleiav
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Quote Aleiav Replybullet Posted: 24 October 2006 at 11:12am
There's an issue with the legs.

I'd edit the fifth frame. I think that's where the problem lies. I've done a little edit for you for movement purposes.



^^ in slow mo!

You see how I widened the legs in the 5th frame a bit more and that makes his stride less jagged? I'd suggest doing that.

I think it looks a bit better even though my edit isn't that extensive... I'd say just try it and see what comes out. When the feet move more it makes the arm look less odd.


Edited by Aleiav - 24 October 2006 at 11:13am
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zeid
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Quote zeid Replybullet Posted: 24 October 2006 at 12:39pm
Thanks for the crits, the run animation was giving me a lot of grief, but i think its drastically improved -

Sorry the graphics program im using for animation im kinda new to so cant manage to get a transperant background also the speed is a touch different again because im no expert with the animation program.

Although it could probably use some improvement, thanks to the background and tone of the game it blends nicely making it look very nice.

A link to the W.I.P. game for those who are interested as well as a screenshot can be found on pixel (Comments on the actual game would preferably be put there, however if you wish place them here) -  http://z14.invisionfree.com/Pixel/index.php?showtopic=1399

For those who are lazy



Edited by zeid - 25 October 2006 at 11:18pm
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Help Please,
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Quote Help Please, Replybullet Posted: 24 October 2006 at 4:36pm
That mockup hurts my eyes.
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Larwick
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Quote Larwick Replybullet Posted: 24 October 2006 at 4:46pm
Originally posted by Help Please,

That mockup hurts my eyes.
 
What reasons are there for it hurting your eyes? It doesn't hurt mine atall, so back up your argument before clicking Post or you'll be warned for useless posting.
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Quote EyeCraft Replybullet Posted: 24 October 2006 at 8:10pm
Well, technically its not a mockup, it's a screenshot (haha aren't I annoying?).

It all looks very nice, but I'd say the HUD is too big.


Edited by EyeCraft - 24 October 2006 at 8:10pm
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zeid
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Quote zeid Replybullet Posted: 24 October 2006 at 10:50pm
Thank you the criticism has been attended to, Thanks everyone for the input I too felt the hud was big, mainly because originally I was going to do nintendo DS style, hence the screen size fits that but I think it wont look right on a computer.

Changes include music (going to change the music), sound effect (Must add more), Jump animation changes, small movement glitch fix up, hud size and Imade my own icon for it .


Edited by zeid - 25 October 2006 at 11:17pm
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Quote Dra_chan Replybullet Posted: 24 October 2006 at 11:26pm
Originally posted by Help Please,

That mockup hurts my eyes.


This is funny coming from someone who has half his gallery awaiting aproval.

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Quote EyeCraft Replybullet Posted: 25 October 2006 at 4:39am
I downloaded from that second link, and the HUD seems to be the same, and no sounds and all that. At least, I think I downloaded from the second link...

There's some weird movement thing I did a couple of times where I was able to change direction and still be moving at top speed. I think it had something to do with holding down the jump button while I ran in a corrider that was too low to jump in.
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zeid
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Quote zeid Replybullet Posted: 25 October 2006 at 11:08pm
Hmmm, if all those problems were still there you may have downloaded the wrong file, or I may have uploaded/linked to the wrong file.

As far as the hud goes I've really just shortened it a bit. Im not quite sure what else I could do to it to make it less significant, perhaps I will make it so the health only scrolls out when you take damage, heal etc. and time only shows when its significant similarly. Then I will place mini health and time huds on the top of the screen, or something like that.

Heres version 0.3, it has a moving crushy thing (the death animation are unfinished and effects are still undecided so it only displays a text box when it kills you), fixes those problems with the jump/run you mentioned and gives the ghost some purpose.


Im going to edit out all the links and place the game link up in the top, to avoid confusion for both you people and me.
-Edit-
version 0.4 released
this one adds some more sound effects as well as a proper death animation + effect and spikes :P.


Edited by zeid - 26 October 2006 at 11:07am
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Quote zeid Replybullet Posted: 08 November 2006 at 12:04am
Version 0.5 is out with a new tileset (this is part of it demonstrating it).


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zeid
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Quote zeid Replybullet Posted: 01 February 2007 at 7:35am



The latest sprite for the game is a boss, not yet in the game.

I've also added a new tileset and a significant number of new features.

Download: http://www.sendspace.com/file/m7vrjd


Edited by zeid - 01 February 2007 at 7:36am
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fil_razorback
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Quote fil_razorback Replybullet Posted: 01 February 2007 at 2:01pm
Why don't you add perspective to small blocks ?
very bad edit, just to illustrate :

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zeid
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Quote zeid Replybullet Posted: 01 February 2007 at 4:34pm
Blocks without perspective perform different actions to regular blocks. The arrow ones only allow you to move through them one way before becoming solid. Ones with holes in them dissapear after you stay on them for to long.
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Monkey 'o Doom
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Quote Monkey 'o Doom Replybullet Posted: 01 February 2007 at 5:40pm
You could still show different functionality without ruining the perspective. A different color might work, or maybe a different implied texture.

RPG is numberwang.
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Quote zeid Replybullet Posted: 11 March 2007 at 11:57am
I know it's been a while so i apologize to anyone anticipating the next release but here it is . I cant recall the last version but I'm not sure how aesthetic the changes are in this version i believe i have included a number of rather large changes. The game is nearing completion and this is probably the closest thing to an official demo it will have.
DEMO
Demo link 2

The game does have a storyline however i have not yet implemented it as all the level structure is everywhere right now (theres only a few levels for each world done). Basically the big bad boss has stolen the precious rune of copper land, as such you have to get it back as it is causing grave disruptions in space and time... yadda yadda... finaly you face the boss and a nice twist will be at the end but you guys can wait for that .

The main things i need to change now include:
1. adding the remaining levels
2. creating the cut scenes
3. inclusion of some more enemies and bosses
4. some audio and graphical additions as well as ramifications
5. some minor bugs to sort out that don't really hurt but seem unprofessional to me, you might not see them

The passwords to all available demo levels (so you can truly judge the game) all on easy:

Skip tutorial/Grass level - 00000

Boss - 00110

Gold maze level - 09161

Boss - 08666

Sky level - 08612

Ghost level - 06616

Boss - 05716

oh and please don't burn me to much for using some non-pixel art, though you may by all means offer advice regarding it (one boss looks horrible for example).
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zeid
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Quote zeid Replybullet Posted: 11 March 2007 at 12:22pm
Oh and sorry not to be more clear, the reason it is so hard to add perspective to blocks that change, etc. is as followed: transparency is an issue, when the dissapearing blocks ... disappear they become alpha 0.5 so u would get a bizarre pattern across them, also some edge issues and tile overlapping issues would occur. I know ways around all this and may be implementing the perspective in the blocks anyway so we will see, could be another large update to the project graphics wise in the future.
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Quote PixelSnader Replybullet Posted: 11 March 2007 at 3:54pm
did someone get inspired by Shadow of the Beast?
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zeid
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Quote zeid Replybullet Posted: 12 March 2007 at 7:41am
thats coming up a lot. I have never actually played that game, but that statue was actually started by me on the pixel art remake topic at pixelation. I put it in the game mainly because i wanted to see if i could get the scale right.
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