1 Bar Design - Updates and Discussion - NEW SITE + PW
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I would appreciate some kind of guide as to what the tiles are intended for.
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Wed Nov 03, 2010 2:57 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
@Lizard: I'm planning on having it so you can buy crates of a specific caliber of ammunition and top up your guns with bullets by going with them. Carrying 5 guns with you will become impractical as soon as I give items a weight-cost and nerf your jump and run speed as well as making you take more fall damage Crates will actually be quite a large part of the game later on, as you'll be able to take munitions, ammunition, food, medical supplies, and have a less limited supply of said things if you take a crate. You won't be able to stow crates on your person though, so you'll need to carry them to a useful location (probably a good idea for that location to be your base). @Allstone: I should do that. I'll mock up a page of it later on today, possibly. Quick version of the guide: CRATE : Supports in all directions, used as a connection node for the corners of roofing and the like, or as a step-up for getting onto the higher areas of your constructionsPLATFORM : Supports horizontaly only, but can receive support from overlapping tiles that give such support as well (allowing you to attach them to the tops of sticks). Quite weak, prone to easy destuction. Useful for making bridges between gaps.WALL : Supports vertically only, and better than crates. Useful for making walls (duh)ROOF : Supports horizontally only, but a lot stronger than platforms. Should be used for roofs and internal floors.STICKS : Support in the direction they're facing, should be obvious. Easy to knock down by accident, be careful when fighting under platforms or in caves held up by these.CROSSED STICKS : Support well in all directions, very useful for scaffolding. Easy to knock down, however.BACKGROUND WALLS : Supports in all directions, but not as well as crossed sticks. Much harder to knock down though, better for permanent housing.That's in the order it cycles through in-game unless I'm mistaken..
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Wed Nov 03, 2010 9:22 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Prelude: A Side Scrollin' Zombie Fort Game
How the system is ATm, but with one button for FG stuff and one for BG stuff?
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Wed Nov 03, 2010 11:08 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Will there be airdrops? An easy way to resupply ammo, while also supplying crates as construction materials. Perhaps drop them away from your base, to force you to go and retrieve them?
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Wed Nov 03, 2010 11:11 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I'm thinking of having a general purpose Two way Radio item that you could bring along to listen to the weather or zombie forecasts and also call for either a pick up or ammo drop or whatever. I'd probably use points as the currency for buying things.
Lizard I have no idea what you're talking about O_o
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Thu Nov 04, 2010 12:21 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I think he means construction. LIke, if you have crate selected, depending on the button, you'll place either the BG or FG tile.
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Thu Nov 04, 2010 12:25 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
But there is no background crate :O (the plot thickens)
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Thu Nov 04, 2010 7:53 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Prelude: A Side Scrollin' Zombie Fort Game
No I don't alpha I mean morel ike this: L - sticks n boards K - boxes n walls n stuffs
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Thu Nov 04, 2010 9:04 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Ah. Soon you'll only be building within a radius of your player, and only in places that will support the block you're trying to build, so I'll have to work something out. I think I might have a dedicated "build" mode that brings up an overlay with the available tiles and your available materials (wood or stone within the build radius) and costs and all.
God I'm going to need a tutorial soon aren't I ;-;
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Thu Nov 04, 2010 9:12 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Ye maybe.
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Thu Nov 04, 2010 9:21 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
A request thread has been started on the forums, go nuts. Keep in mind that any reasonable requests still probably won't get seen to for a few weeks, but I'll still listen. High score tables might happen this week.
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Tue Nov 09, 2010 8:26 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I just realised, you could do with changing the thread subject to: 1BarDesign, as you're posting about everything else you're working on as well.
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Tue Nov 09, 2010 11:01 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Hmm, I was just about to make the RvR thread, but I think that could actually be a good idea. Would people be opposed to me changing this to a more "stuff max is doing" thread and keep discussion of Prelude and RobotVRobot and Pocket Skirmish and whatnot separate or would a more mish-mash thread be more fun anyway? On that note, to keep the art dump free while we decide: Working on pathfinding bugs in a smaller arena. I've added a shotgun for the binbots and it's radical. It's a shame there's no conflict going on in that shot, but I'm too tired to go and turn off all the overlays and take the time getting a shot of a good explosion :/ As such, I'll add a switch for turning the pathfinding overlays on and off next time I work on it. It's turning into something playable though, which is nice. I've got lots more AI modes to write (god I totally understand why there's only 3 usable ones in CC) but I probably won't do them before I release the alpha for you guys to toy with. Hey actually, here's an idea! Let's play a game First person to calculate the colour code (you'll either know them as "html colour codes" or "hexadecimal rgb values", if you know them as the latter you can omit the 0x if you like, I'm not fussed) of the HPA* line overlay (the faint ones) with the knowledge that the colour is being drawn at 10% transparency (in normal mode, nothing tricky) can have an early copy of the alpha with two versions of the big level, one playing as the dummies and one as the binbots.I'll accept the first correct answer in either hexadecimal "14AB92" form or as RGB values from 0 to 255 "20,171,146" form. No, the answer isn't 14AB92. I'll check back tomorrow morning; I'm going out during the daytime so if there hasn't been a correct answer by ~9AM GMT+12 I won't be able to check again until about ~4PM GMT+12. A warning: if you do win, don't expect anything stable The current build is buggy as all hell, but it'll give you an opportunity to play it before everyone else.
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Wed Nov 10, 2010 12:20 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Prelude: A Side Scrollin' Zombie Fort Game
f19ef1? I think?
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Wed Nov 10, 2010 5:15 pm |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Re: Prelude: A Side Scrollin' Zombie Fort Game
I call trick question. That, or Geti wrote: (in normal mode, nothing tricky) actually something rather tricky is going on. On an indexed image.No color drawn with standard alpha blending makes neither the tan or purple color on bg of 74,74,74 at 10% alpha. The transparency also looks rather weird over non-gray areas as well. Doesn't work, mate. Math says I'm right. (tan line red channel on the gray)Purple.694 is pretty bright for red component, don't you think? Also, full white (255,255,255) at 10% standard blend ends up into 92,92,92 when drawn on the 74,74,74 gray. Even that's less bright than the purple line is. To summarize, trick non-standard alpha blending indexing, in engine or screenshot, breaking accurate colors gamma correction? sounds like a fancy enough term or a mix of such. Perhaps they lines are getting drawn more than once, if not else.Disclaimer: All knowledge pretended in this post is based on 3 wikipedia articles.
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Wed Nov 10, 2010 8:09 pm |
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