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Author Topic: The Binary Zoo Bog  (Read 605824 times)
fog
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« Reply #45 on: August 27, 2007, 07:09:57 PM »

http://www.kamalazoo.de/
lol, look at the image at their intro page, don't i know that from somewhere else?
isn't that the "explosion" from mono?
It would appear we both have a copy of Paint Shop Pro......which is pretty much where most of my "artwork" comes from  Smiley
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donny
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« Reply #46 on: August 28, 2007, 12:25:12 AM »

lol, so you acctually used a shape from paint shop pro for the explosion?
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fog
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« Reply #47 on: August 28, 2007, 11:24:15 AM »

lol, so you acctually used a shape from paint shop pro for the explosion?
Um yes, I thought most people already realised that was where I get most of my graphics from.  I mean just look at those circles....they are so obviously from Paint Shop   Wink

I'll draw new images where necessary (like the asteroids in Echoes) but if a game just deals in simple geometric shapes like mono then I see no point in drawing my own when they already exist.  I might tweak them a bit mind (checkout the sun in Echoes Wink )
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TheKhakinator
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« Reply #48 on: August 28, 2007, 11:38:20 AM »

Pfft. Ripoff artist! I draw ALL my circles by HAND with pencil and scan them in, the old fashioned way! Tongue
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fog
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« Reply #49 on: August 28, 2007, 12:13:33 PM »

Pfft. Ripoff artist! I draw ALL my circles by HAND with pencil and scan them in, the old fashioned way! Tongue
Well as you've never showed us any of your work we'll never know Wink
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TheKhakinator
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« Reply #50 on: August 28, 2007, 12:17:12 PM »

*searches for his screenshots*
EDIT: FOUND SOME!

This is from a weather simulation I made in BlitzMax. You could move the rain direction and make lightning by the clouds rubbing together. I stopped when I failed to get any gameplay going.

Then a couple of screenshots from my game 2Fighter which didn't work in the end and I didn't bother correcting the bugs Tongue


* weathersim.jpg (76.76 KB, 954x669 - viewed 416 times.)

* 2fightercb.jpg (19.47 KB, 1024x768 - viewed 418 times.)

* 2fightermenu.JPG (68.41 KB, 1024x768 - viewed 486 times.)
« Last Edit: August 28, 2007, 12:22:21 PM by TheKhakinator » Logged

fog
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« Reply #51 on: August 28, 2007, 12:29:48 PM »

Cool.  Blitz and DBPro.  I didn't even know you'd done any coding before although you've probably mentioned it and I'd just forgotten.

So are you still coding then or are you concentrating on music?
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TheKhakinator
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« Reply #52 on: August 28, 2007, 12:36:04 PM »

Last coding I did was some C++ at the start of the year, I stopped in Feburary when my feeble attempt at collision detection wrecked my code. Tongue

Yeah, currently working on music. Might get back into coding sometime, but not in the near future.
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donny
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« Reply #53 on: August 28, 2007, 05:29:21 PM »

ow, i did las6 did your grafix?
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fog
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« Reply #54 on: August 28, 2007, 06:19:32 PM »

ow, i did las6 did your grafix?
IIRC he did all the gfx in DUOtris and some of the gfx in Echoes.

However he's now decided to move on to other things so my graphical skills as seen in DUO and mono will return  Tongue (Although TBH I was quite pleased with how my Echoes gfx turned out Smiley )
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donny
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« Reply #55 on: August 28, 2007, 09:35:45 PM »

hmm... i'm wanton to be your artist, maybe
i got 3 photoshop diplomas:D
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fog
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« Reply #56 on: August 28, 2007, 10:32:40 PM »

hmm... i'm wanton to be your artist, maybe
i got 3 photoshop diplomas:D
I'm planning on doing all the gfx myself.  We'll see how it goes. Smiley
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Banzai
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« Reply #57 on: August 29, 2007, 06:04:49 AM »

I wouldn't mind pitching in some gfx either. I don't any diplomas yet, but I'm most of the way though getting my bachelors in VFX and Motion Graphics.
My goal is to get a job doing interface and gameplay art for video games.
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fog
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« Reply #58 on: August 29, 2007, 11:37:30 AM »

I wouldn't mind pitching in some gfx either. I don't any diplomas yet, but I'm most of the way though getting my bachelors in VFX and Motion Graphics.
My goal is to get a job doing interface and gameplay art for video games.
Thanks for the offer.

Like I say though, for now I plan on trying to do everything myself.  I like to have full control over the way everything looks so I want to at least have a go at doing the gfx myself first.  If they need a tidy up I'll be in touch Wink
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fog
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« Reply #59 on: August 29, 2007, 08:05:56 PM »

Anyway back on topic. Smiley

I had a bit of bother with the enemy creation code but it appears to be working fine now.  You see the enemies can be scripted to appear anywhere within a level.  Some will appear inside the level boundaries (no problem there) but others can be created outside of the level and either drop or be fired into it.

Now obviously these enemies have to ignore any collisions with walls etc until they are fully inside the playing area otherwise they'd just hit the outside of a wall, bounce off, and never enter the level.  Now the solution to that wouldn't normally be terribly complicated but when your level walls are moving around all over the place it does get slightly more complicated.  And as I've got no control over where the walls move to it's not really possible to employ any sort of precalculation to these things so a funky real-time calculation routine was required.

Anyhoo I've come up with a solution and so far no problems.  I can define enemy attack waves, have them appear anywhere and enter the level (and just as importantly stay there). 

Next task is to design the first proper test level complete with enemy attack waves.  Drop that into the dodo game engine, "shoot stuff" and see if this thing will ever be playable.  BunnyMonkey!
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