Fire1052 said:Ingame editor for ease, too, but importing needs to be there aswell. Some of us already have characters.
Fire1052 said:Who would be playing besides us?
I think a palette changer would maybe be best, y'know with a very simple character with a few very simple colors. Everyone will share this sprite but be able to change the colors of its palette.
GIRakaCHEEZER said:I don't know, I find tacky colors VERY offensive.
But yeah that'd probably be the best idea, although it shouldn't be hard to have different sprite sheets with slighty different outfits like helmets and other small accessories. Nothing too expansive, just maybe 8-16 different sprite sheets (with editable pallettes ) to choose from.
The only thing that I think would make importing pics an unrealistic idea in any online game is that you can upload offsensive images as the graphics (like a whole buncha penises for your char graphics). I say their should be some customizability, but it'd probably be best that you could not import/upload your own graphics. If you did there'd have to be some sort of moderation system in effect.
That's where they come from.Noxid said:So, you have a working chat system? That's exciting. And, Soldier Mimigas
But, what's with all the teleporters?
View the bold parts.Noxid said:Alright, it was kinda weird, but fun too. The soldiers actually killed me at first because I looked at their eyes and... they went down to their chin... and I was like "wtf???"
That's their fall sprite. they do that.
I like all the different weapons you have (my favorite was the double-boomerang type thing). Although, that black ball thingy seemed kinda glitchy. Is it a doomsday device?
To find out what the black ball does, stand within 7 tiles when it vanishes.
And, the weapon one to the left of the polar star... an extra leg???
Gun that I forgot to sprite
other things: The polar shotgun shoots in a 5x1 array, but when you shoot downward it's still a 5x1 array, when it should be a 1x5 array
Yeah, I'm gonna have to fix that.
The physics seem a little more floaty than the last time I played it. Maybe it's just me. Also, the jump should vary somewhat depending on how long you hold the jump button.
Find me the code for that and i'll be happy too.
Also, holding jump should lockout further jumps if the jump key is held from when you are in the air to when you hit the ground. I imagine pixel did it so that if you were on the ground, the jump key jumped, but if you were in the air it modified gravity so you decellerated slower (and jumped higher)
What are you talking about?
Things tend to get caught in the space where the tunnell narrows down to 1 block wide. Maybe if the hitboxes were a tad smaller there wouldn't be a problem?
I don't know what causes that, but good idea.
I think I found the inventory (q?) and it looks pretty good, although the color is a bit loud.
Damnit. The color is so that I know where all the inventory slots are.
It was a bit glitchy for me, though, not always extending properly when I pressed the button.
Huh, wierd.
And yea, I know this is a work in progress. Good progress. Noble progress towards a noble goal. As for my suggestions, I just throw out ideas based on intuition. I don't really know much about what works and what doesn't.
Also, holding jump should lockout further jumps if the jump key is held from when you are in the air to when you hit the ground. I imagine pixel did it so that if you were on the ground, the jump key jumped, but if you were in the air it modified gravity so you decellerated slower (and jumped higher)
What are you talking about?
okay, there's a few different ways to do this, but the way pixel did it was to reduce the gravity if you were traveling upwards and the jump key was being pressed.The physics seem a little more floaty than the last time I played it. Maybe it's just me. Also, the jump should vary somewhat depending on how long you hold the jump button.
Find me the code for that and i'll be happy too.
if key_check_pressed(vk_up) and vspeed < 0 {
gravity = .4
} else {
gravity = 1
}
p.walkspeed = 1.5859
p.fallspeed = 2.998
p.fallaccel = .15625
p.jumpfallaccel = .0625
p.walkaccel = .10742
p.jumpwalkaccel = .0625
p.decelspeed = .0996
p.jumpvelocity = 2.5
Lace said:okay, there's a few different ways to do this, but the way pixel did it was to reduce the gravity if you were traveling upwards and the jump key was being pressed.
ie, if you were traveling upwards, under the key_check_pressed(vk_up) or whatever you have, if gravity was normally 1, you would set it to .4 (using the proportions pixel used)
or if you like pseudocode:Code:if key_check_pressed(vk_up) and vspeed < 0 { gravity = .4 } else { gravity = 1 }
I don't know if you're using custom gravity or vspeed or whatnot, but that should give you the picture.
also, that being said, reduce the normal jump height, unless you want ridiculously high jumps.
oh gawd, why rapidsh..? use mediafire. or filesnips. or something like that.
also, I got more accurate physx for you if you want. I'm not exactly sure in which order the constants are applied, but here goes:
that's your normal physics, with these being applied every frame at 50 frames per second.
knock yourself out.