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The Story: What's the game all about? determines the scope and the art-style of the game. #4

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sruloart opened this issue Sep 2, 2014 · 251 comments

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@sruloart
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sruloart commented Sep 2, 2014

This is something I use to make up new ideas, feel free to skip that and just add whatever you like:

We need a noun
and an unrelated verb
(or vice versa) to get a concept for a game, something that screams to you: "I'm a game! I'm a game!"

  • I had some difficulties developing the first suggestion, I turned it into a large scale game and we need just a tiny silly one.
@NicoM1
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NicoM1 commented Sep 2, 2014

hmmm I suck at brainstorming, lemme google a random generator....

@NicoM1
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NicoM1 commented Sep 2, 2014

Copper Launch

@sruloart
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sruloart commented Sep 2, 2014

We need something silly, copper launch sounds like engineering to me :)
What about a game where you are a hockey player, and you need to fight off other hockey players using your hockey sticks as swords?

@NicoM1
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NicoM1 commented Sep 2, 2014

oh, didnt even realize you already linked to generator...duhhh

@NicoM1
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NicoM1 commented Sep 2, 2014

sounds good to me:)

@NicoM1
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NicoM1 commented Sep 2, 2014

I was thinking "copper" like weird cop slang;)

@sruloart
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sruloart commented Sep 2, 2014

I think the cops won't like your idea...

@NicoM1
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NicoM1 commented Sep 2, 2014

probably smart, blame the generator

@sruloart
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sruloart commented Sep 2, 2014

Good thinking!

@NicoM1
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NicoM1 commented Sep 2, 2014

idk I'm liking "radish photograph"

@sruloart
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sruloart commented Sep 2, 2014

That's sounds complicated, and also, a bit pervasive :P

@NicoM1
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NicoM1 commented Sep 2, 2014

fair, hockey game then?

@sruloart
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sruloart commented Sep 2, 2014

SO, my basic idea is to have 3 types of (pixel-art) animations: low, mid and high. You can either block or attack. Before the enemy makes his move, you have a very very short audio-visual cue/s that you need to properly respond to, so you can win the fight. Life is measured with hearts (like, 3-5 hearts)...

@sruloart
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sruloart commented Sep 2, 2014

The player and the enemies are stationary

@NicoM1
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NicoM1 commented Sep 2, 2014

sounds good, are you thinking the player will be static?

@sruloart
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sruloart commented Sep 2, 2014

Yep, it will make everything a lot easier, you don't even need hitboxes, you just need to know which and when a button was pressed...

@NicoM1
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NicoM1 commented Sep 2, 2014

and check distance you mean?

@NicoM1
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NicoM1 commented Sep 2, 2014

have you seen the thing SnoutUp is doing on twitter with the wolves? like that?

@sruloart
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sruloart commented Sep 2, 2014

What wolves? let me see...

@NicoM1
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NicoM1 commented Sep 2, 2014

@sruloart
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sruloart commented Sep 2, 2014

This is nice, but I mean like a stationary battle: If the user hit the correct button at the right time, he succeeds. There's no hitboxes or distance checking or anything like that, all you do when the player succeeds or fails is to play the proper animation...

@NicoM1
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NicoM1 commented Sep 2, 2014

oh, so completely timer based, that could work:)

@sruloart
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sruloart commented Sep 2, 2014

Now we just need to prototype 2 boxes fencing! Which HaxeFlixel do you want to use? I'm voting the dev version...

@NicoM1
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NicoM1 commented Sep 2, 2014

well here my question (up to you) do you want to use iceentity at all (I dont think itll make that much difference for such a small game)

@sruloart
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sruloart commented Sep 2, 2014

Maybe not to prototype but definitely as a practice for the larger game...

@NicoM1
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NicoM1 commented Sep 2, 2014

ok, and you want to use dev flixel? might have to tweak a couple things, as I synced it to release a while back, but its maybe three lines that need changing

@sruloart
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sruloart commented Sep 2, 2014

Let's cross the bridge when we'll finish prototype it...

@sruloart
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sruloart commented Sep 2, 2014

So, there are 2 Flxsprites.makegraphic(50,100,FlxColor.Blue) that are placed near each other. You give the player some kind of cue (let's say, a flashing screen?) and he needs to quickly press "Space" to respond to the attack.

Hmmm, but how does the enemy AI block an attack?

@NicoM1
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NicoM1 commented Sep 2, 2014

sorry, changing the subject for a min, whats up with the elapsed parameter in dev flixel??

@NicoM1
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NicoM1 commented Sep 2, 2014

I mean I guess I see the point (like XNA) but how do I just make it like before (do I just pass in flxg.elapsed)?

@sruloart
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sruloart commented Sep 7, 2014

👻 I've forgot about that (testing), it's in the menuState
Here, here's a small compensation:
http://piskel-imgstore-a.appspot.com/img/4c80ad8a-36d7-11e4-a0c9-b765bf8d0fa2.gif

@NicoM1
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NicoM1 commented Sep 7, 2014

also, kind of unnessesary to add all separate states for the different scenes, do you want me to add a switchScene method to entitymanager (lets you specify an array of xmls so you can keep them separate)

@NicoM1
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NicoM1 commented Sep 7, 2014

ohhhh thats awesome!!!!!!!!!!!!!!!!!!

@sruloart
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sruloart commented Sep 7, 2014

That will be interesting, but the pause/credits/lose are actually substates, so menu/playstate should still exist when they exist

@NicoM1
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NicoM1 commented Sep 7, 2014

we'll deal with that later, but ummmm I deleted the blue line and its still there:O

@sruloart
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sruloart commented Sep 7, 2014

I can't see anything blue (and menuState actually switches directly to playState, so I have no idea what's blue...)

@NicoM1
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NicoM1 commented Sep 7, 2014

hit spacebar, the screenshake is blue

@sruloart
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sruloart commented Sep 7, 2014

Not for me.

@NicoM1
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NicoM1 commented Sep 7, 2014

sorry pull first I just pushed my fixes

@NicoM1
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NicoM1 commented Sep 7, 2014

ONLY ON NEKO WTF

@NicoM1
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NicoM1 commented Sep 7, 2014

and windows

@sruloart
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sruloart commented Sep 7, 2014

uh, o.k, maybe it has something to do with the clear color you set in the project.xml

@NicoM1
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NicoM1 commented Sep 7, 2014

also you plan to have a similar scale to what we had right? (scaled up I mean)

@sruloart
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sruloart commented Sep 7, 2014

Yeah, I just need to figure out how to get the same look using scale and and a couple of black boxes. Just need to remember that scale and updatehitbox should be made before the call to super or it won't affect it...

@NicoM1
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NicoM1 commented Sep 7, 2014

so I can fix it by making the project.xml bg solid white, but nothing else works

@sruloart
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sruloart commented Sep 7, 2014

Solid black is a good fix for now.

@NicoM1
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NicoM1 commented Sep 7, 2014

no, only solid white....wth

@NicoM1
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NicoM1 commented Sep 7, 2014

solid black was the goal

@NicoM1
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NicoM1 commented Sep 7, 2014

we should still be able to just set gameheight etc. in main, and then add boxes?

@NicoM1
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NicoM1 commented Sep 7, 2014

this was it, why false?
it s a bit broken but the overall structure is clear i think 6b1ef70 proje_2014-09-07_15-00-50

@sruloart
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sruloart commented Sep 7, 2014

It causes some bad performance on Flash, and it has no real use, at least, so I've thought, it should be commented specific for Flash not for the native targets :|
Set gameheight will not do anything AFAIK, I'm not sure why yet...
It's better to scale everything by the same values (let's say, by a factor of 4), and then adjust everything to the center and "engulf" it with two black boxes from the top and bottom...

@NicoM1
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NicoM1 commented Sep 7, 2014

ok, I'll make that only flash, as flash has black fine

@sruloart
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sruloart commented Sep 7, 2014

👍 fix my stupid mistakes

@sruloart
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sruloart commented Sep 7, 2014

Should we open a new thread? Issue 5 - The saga continues?

@NicoM1
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NicoM1 commented Sep 7, 2014

so theres less scrolling?;)

@sruloart
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sruloart commented Sep 7, 2014

So there's MORE scrolling!

@NicoM1
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NicoM1 commented Sep 7, 2014

we should definately though

@NicoM1
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NicoM1 commented Sep 7, 2014

hmm somethings wrong in entitymanager.empty, cant figure it out

@NicoM1
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NicoM1 commented Sep 7, 2014

before you finish for the night end me that gif as a sheet:)

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