Community Project: Deity Project

Jun 16, 2011 at 12:50 AM
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Freelance modders, I like the sound of that. :debug:
I agree with ya lace. Making your own game and broadcasting it is fine, but this is a mod, and doesn't need publicity. This is still pixel's game, just hacked.
Although a website would be good for organization, maybe a private wiki.
 
Jun 16, 2011 at 1:59 AM
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I'm with Lace and Lunar. If we do make a website, it should be for personal organization, not advertisement. Something small, something simple. Honestly I'm fine whether we make one or not, but I'd suggest against spending any coin on a site.
 
Jun 16, 2011 at 2:07 AM
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Indeed. But I probably can't make the site myself, because most of my time searching the web is on my blackberreh. However, I can make an HTML-based site from my phone, so I can work on that easily.
 
Jun 16, 2011 at 3:54 AM
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Ohhai, I made some weapon stuff.

p127443-0-trishot21.png


This is for the tri-shot. I made an arms icon, as well as the different bullets as it levels up (basically the trail changes colors). I don't know at what points the individual three bullets fire in accordance to the player, so I left the bullets 1px wide. If they're spaced far enough apart, might want to double their widths.

Edit: Icon edits.
 
Jun 17, 2011 at 1:43 AM
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Cripplechair said:
Ohhai, I made some weapon stuff.

p127443-0-trishot21.png


This is for the tri-shot. I made an arms icon, as well as the different bullets as it levels up (basically the trail changes colors). I don't know at what points the individual three bullets fire in accordance to the player, so I left the bullets 1px wide. If they're spaced far enough apart, might want to double their widths.

Edit: Icon edits.

Cool stuff bro. But for the trial i think something else might work better. I invishioned the weapon firing it's bullets at a random angle as opposed to straight. Maybe the trail should be a few seperate entities like the little trail on the Fireball and Snake. They can be one pixel to make things easier. Nice job on the pallet by the way.

Uh, that whole website thing probably didn't need to go so far. I only said it cause I noticed the remix project had one and thought it would be usefull, "that was a community thing too ya know".
 
Jun 17, 2011 at 3:13 AM
Been here way too long...
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Jun 17, 2011 at 3:19 AM
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All work and no website make lace pissed.
Also, where's my cheeseburger? I'M HUNGRY, DARNIT!
 
Jun 17, 2011 at 4:13 AM
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HyMyNameIsMatt said:
Cool stuff bro. But for the trial i think something else might work better. I invishioned the weapon firing it's bullets at a random angle as opposed to straight. Maybe the trail should be a few seperate entities like the little trail on the Fireball and Snake. They can be one pixel to make things easier. Nice job on the pallet by the way.

I thought the original description said three straight shooting bullets... ah well, anyhow.

I'm not so sure randomized angles for the tri-shot is a good idea. With just three bullets, randomized angles might irritate the player since luck would determine the aim. Shooting at a largely upward angle isn't going to be helpful in most situations. (unless they bounce, but even then). I'd suggest keeping the shot direction of each bullet fixed, and either keep them straight or giving them a 'slight' angle. This slight angle can either A) Reward players for getting close to enemies so all three bullets hit, and/or B) create a situational benefit when an enemy is at an odd elevation to the player.
 
Jun 17, 2011 at 5:35 PM
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Cripplechair said:
I thought the original description said three straight shooting bullets... ah well, anyhow.

I'm not so sure randomized angles for the tri-shot is a good idea. With just three bullets, randomized angles might irritate the player since luck would determine the aim. Shooting at a largely upward angle isn't going to be helpful in most situations. (unless they bounce, but even then). I'd suggest keeping the shot direction of each bullet fixed, and either keep them straight or giving them a 'slight' angle. This slight angle can either A) Reward players for getting close to enemies so all three bullets hit, and/or B) create a situational benefit when an enemy is at an odd elevation to the player.

Oops, I meant by three straight bullets that they didn't curve or anything. But I don't believe the random angles neccesarily need to be 80 degrees or anything like that. Slight is good. ASM wise it doesn't sound like a difficult weapon to make. Except the trails thing... I think that one is debateable.
 
Jun 17, 2011 at 9:16 PM
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HyMyNameIsMatt said:
Oops, I meant by three straight bullets that they didn't curve or anything. But I don't believe the random angles neccesarily need to be 80 degrees or anything like that. Slight is good. ASM wise it doesn't sound like a difficult weapon to make. Except the trails thing... I think that one is debateable.

Alright, works for me.

Edit: Actually, what if only one of the shots had a fixed angle, and the other two had slight randomized angles?
 
Jun 18, 2011 at 2:30 AM
I don't anymore.
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Cripplechair said:
Alright, works for me.

Edit: Actually, what if only one of the shots had a fixed angle, and the other two had slight randomized angles?

Well the angles won't be very severe so that's something to try.

C'mon guys, no more dead days! Do some shit!
...please.
 
Jun 18, 2011 at 2:35 AM
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HyMyNameIsMatt said:
C'mon guys, no more dead days! Do some shit!
...please.

I don't know what I'm supposed to be doing.
 
Jun 18, 2011 at 2:46 AM
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Ollie said:
I don't know what I'm supposed to be doing.

Remember that page 1 of the thread has a list of things to do. We could always use some more music.
 
Jun 18, 2011 at 3:39 AM
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I should update that list when I get back. Just so you know, I am writing a backstory and so far it's been pretty easy to do. Just gotta look up some sciency details when I get back.
 
Jun 19, 2011 at 2:05 AM
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I think what we need most right now is to get some coding done. We have a handful of spritework to start with, it'd be nice if we could get some weapons/enemies/the first map to test. Lunar, what's the progress on the holy water?
 
Jun 19, 2011 at 2:08 AM
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Cripplechair said:
I think what we need most right now is to get some coding done. We have a handful of spritework to start with, it'd be nice if we could get some weapons/enemies/the first map to test. Lunar, what's the progress on the holy water?

Srew it. I'm going to spend as much time as possible learning coding when I get back. I need to do it for my mod anyways, so Lunar, please start sending me those pm's with basic information on x36. I'll read the guide again.
 
Jun 19, 2011 at 2:10 AM
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I haven't been keeping too close of an eye on the development of this mod, but has an ETA been announced?

Edit: Also, it seems you are having trouble with websites. Why not try Google Sites? If not them, why not Host Gator?
 
Jun 19, 2011 at 2:15 AM
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Cave Story said:
has an ETA been announced?

Well, development speed started really fast, but it really slowed. As it stands, I'm not sure if we can really give a proper time estimate. We'll, uh... we'll get back to you on that. :muscledoc:
 
Jun 19, 2011 at 2:17 AM
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Cave Story said:
I haven't been keeping too close of an eye on the development of this mod, but has an ETA been announced?

Well like most people, we'll let you know when it's almost done. Or say a date that's really far away and just release it early to make the fans feel special, but that only works if you're a major game company.

Okay, as for map ideas we so far have a cabin in the mountains and a church. Now I propose a moving train. We can have the entity that shakes the screen and the two entities from the Ironhead fight to make the ground look like it's moving fast. I came up with something like that for my mod, but probably wouldn't be able to use it for a while. I was thinking a more fancy looking train with re linen and stuff... that has been virtually destroyed. There are a few trains out there that have two floors, so the map would be playable. Anyone have anything to say about that?
 
Jun 19, 2011 at 2:19 AM
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HyMyNameIsMatt said:
It's x86 :muscledoc:
If the guide doesn't work for you, I suggest looking at this other forum guide thing (note that this was originally by my very fine completely ridiculous self, so there me be a lot of cutesy/superfluous thing sin that guide. Information is good tho). There is another really useful site that really helped me, but it doesn't seem to exist anymore. :(
 
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