Onee-sama Tasukete!


'Tripmonkey_uk' said:
'adamorjames' said:
Looking great Eniko. I am liking all the pixel games for the Pandora. You and Mr. Gonzo are making some great looking games.
+1 to this.
Loving the laughing animation btw :)


+1

Reminds me somehow of Ayene in DoA doing a taunt, even though she doesnt laugh.

Hope there is a good 3D beat em up for pandora. Will have to look around for one to port!
 
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That looks sweet!
Having tons of weak enemies sounds kinda like Dynasty Warriors in 2D to me, which is awesome! But OTOH, maybe some sub-bosses (or any bosses other than the final one) would be good to prevent the player from becoming a) bored and/or b ) overconfident ;)
 
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Thanks for all the nice comments folks. :D Here's another update of the attack animation. Just one more part to finish the combo.

oneeslash2.gif


As you can see the second slash is larger and reaches further in. I intend to make this a gameplay mechanic where you have to pick between neglecting your defense on one side to finish your combo and clear more of the side you're currently facing, or abort prematurely to try and clear the other side.
 
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Hey man , stuff is looking great !
Just thought id leave my input.
the first slash looks perfect, flows nicely.
But the second is a little weird and lacks of what the first one had.
So here it is

The ghost of the slash thingy shouldn't be shaped like the first one because its a different movement . for this one you should do something more like a non full moon. since the movement is pretty circular.
No copy and pasting ! ahah ;)

The slash seems to go in a diagonal too . Its must slide horizontaly to add impact.
The slash is actually like the ghost of the movement since we cant see that frame in between so if it looks weird the whole movement looks weird.

2621phu.png

Here's a little drawing if it can help.
( You could add a little angle to that sword at the end , trust me it will look more painful. )

I really look forward to play the game!!
 
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Yeah I got lazy about that. I'll probably fix it later.

EDIT: Although about the slash going diagonally, if you mean the moving part, then you're seeing things because I can assure you it goes quite horizontally. o_o
 
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yes it does , but
1 its two high
2 the shape is weird
so to the untrained eye it looks like its moving weirdly
Anyway finish that game already ! :D
 
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I agree with Gonzo. The shape is off - it almost looks like one half of the McDonald's "M" moving horizontally. It feels like its motion should be at least somewhat vertical, and seeing as that isn't what it is supposed to do, the shape should be changed to correctly frame the purely horizontal motion.
 
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oneeslash2b.gif

Fixed version. Yes it's still too high, but sometimes art serves a game mechanical purpose too, and in this case it does; the height of the slash lets you kill more enemies, which is fair since you're spending time rooted to the ground performing a combo.
 
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'Mithrildor' said:
I would remove those white slashes from the animation and give them their own. Then you can make them stop at places you really want to in code (for example if they hit walls)

Oh yeah, this is just to test if it all looks right. In the game the slashes will be a bullet-like entity. :)
 
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Looks great !
Now for the oversized thing: How about it scaling as it moves away?
Starts the right size and finish the big size!
Looks natural and adds to the GAINING of the slash!
 
I wonder if there's a good way to do that. SDL scaling is nearest-neighbour, so that's hideous. And I don't want to use OpenGL scaling because then it gets blurred and you lose pixel goodness, so the only way I see to scale a slash is to give it a whole bunch of hand made frames for various sizes. x_x
 
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If it's not a huge amount of scaling, it'll be hard to notice the nearest-neighbor artifacts, and you won't be focusing on little things like that when you're actually playing the game.
 
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'arrrgh' said:
If it's not a huge amount of scaling, it'll be hard to notice the nearest-neighbor artifacts, and you won't be focusing on little things like that when you're actually playing the game.
True. Also, keep in mind that the Pandora's pixel density is much larger than that of your monitor. If that's the size of the actual sprite, it will be much smaller on the Pandora's screen. That will make nearest-neighbor artifacting even less noticeable. I'm sure you could also find some sort of HQ scaling algorithm and quickly implement that.
 
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in the worst of cases 3 frames will do fine.

For gameplays sake maybe 3 hits combo would be better for the basic attacks.
TAK TAK BOOM
instead of
TAK BOOM

And maybe accelerate the whole thing.

I wanna see beardy guys flying around aha.
 
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