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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
I think the lines are actually drawn twice, so it would be 20% alpha. If you look at the circle waypoint bits, parts of those are lighter and darker. I worked off the assumption that the lightest bits were at 10%. Edit:
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Wed Nov 10, 2010 8:13 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
Pete's pretty close, nice move using the circles. The colour is ffaaff. Remember for double-drawing you need to do the calculation twice rather than just double the alpha. 107=(0.9*74+0.1*x)*0.9+0.1*x gives you a closer answer for the B value, ~248 rather than 239. I realised the lines were drawn twice just before I went to sleep and thought there was going to be a far more dubious reception. Regardless, both of you had a better go at it than I expected so I'll actually send you both the alpha. Hold on while I make sure it runs properly in the default flash player
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Wed Nov 10, 2010 8:26 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
--ninjad about percentages-- >:| but yeah R,BG
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Wed Nov 10, 2010 8:29 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
*sent*
The actual alpha release is getting closer for those that missed out.
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Wed Nov 10, 2010 9:01 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
Update! No images, but there's the current altered todo and what went into the game today. I also found out about a useful multiplayer API for flash which piqued my interest. Maybe you will get multiplayer Prelude a few months down the line after all.
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Thu Nov 11, 2010 12:48 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 made some more RvR progress. Hopefully I can pull everything together before monday morning gets here and I have to abandon the internet for a few weeks.
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Sat Nov 13, 2010 7:48 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
Looks awesome. I guess "Three-stage-alpha" means demo coming soon?
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Sat Nov 13, 2010 8:33 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
Almost definitely. I need vegetation art from lizard (no time to draw trees ;-;), maybe to hammer out some larger issues with the AI, and throw together a demo level. I should work on the scoring mechanism a little as well but I don't want to get tied up in those sort of details.
After that, I'll put two big buttons into the main menu saying "PLAY DEMO LEVEL" and "PLAY CUSTOM LEVEL" and release. In the hours or days following Stage One alpha release I'll write up a document outlining the current level format so you can get mapping.
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Sat Nov 13, 2010 8:42 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
JUST A MOCKUP, NOT A SCREENSHOT YET. Lizard send me some awesome grass and an explosion and I had a free half hour or so so I played around with the earth tiles. not happy with how it gets deeper in the soil yet, but still i think the bigger rocks add a lot to the feel of the terrain. Hopefully Lizard's okay with making detail tiles for each earth level..
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Sun Nov 14, 2010 6:36 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
SO I MADE SOME NEW TILES AND WE PUT IT IN THE GAME
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Sun Nov 14, 2010 9:42 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
Damn, that better not be another mockup. That also better mean the thing is sooooo nearly done.
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Sun Nov 14, 2010 9:54 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
It's a screenshot :3
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Sun Nov 14, 2010 9:55 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
You, sir, just made my day. I give you a hearty metaphorical applause.
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Sun Nov 14, 2010 10:08 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Prelude: A Side Scrollin' Zombie Fort Game
Oh my ♥♥♥♥ that's delicious to my eyes. I'd probably darken up the inner/ non direct line of sight tiles as they look sort of like a recess now.
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Sun Nov 14, 2010 10:36 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
Loooooots more grass to place. This will probably eventually be one of the demo levels. Figured I may as well get some feedback. Roast Veg wrote: That better mean the thing is sooooo nearly done. Heh, making these levels presentable is going to take some time, but I won't be doing much more actual coding. Exams are going to slow progress SIGNIFICANTLY though so it'll likely be released next weekend, but with only one or two demo maps <_< I'd have preferred to get a whole level finished but that's likely going to be impossible unless I throw together some underground levels. Decoration takes forever at the moment, it'll get first priority for inclusion in the editor.
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Mon Nov 15, 2010 12:01 am |
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