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[update] Hero Quest 19th November 2010
#41
Epic. Do I need to say anything else?
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

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#42
It's like Hero Fighter with scrolling and the zooming
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#43
Freaking awesome. It just keeps getting better and better =o

Now I need to work on Dave... but now that I restarted school I don't have too much free time for sprites and... I'm lazy, as always =.= Argh I hate me.
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#44


Azriel~
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#45
wow, good work ;)
it is quite buggy Xd
i would like to say, for player 2 (W,A,S,D), there is no jump button? for player one(arrow keys), it is shift.
and some of the movement of the characters are still a bit random (as in when you knock then out, it looks unnatural)
but i guess there is no point in commenting on that because you probably know all that, and are probably facepalming at me. I know it is still a WIP, but i was just saying is all...
Joe looks pretty cool, his punching animation is pretty awesome.

and i love the castle, it is awesome with Aeron ;)

Epic work :D
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#46
*emerge*
been a while since I posted, but I've been busy. Next update probably won't be related to gameplay

update:
[youtube]zBdRlYNEHM4[/youtube]

Added "special:" tag to implement special in game effects
special: 1 enables one degree of timestop to all Actors
special: -1 disables timestop

basically timestop works like this:
- activating object increases the "timestop count" of everything else in the game
- activating object runs its frames
- activating object decreases the "timestop count" of everything else in the game.
- things in game only run if their timestop count is 0, so u can have timestops within timestops, but u need to decrease all timestop counts for all objects to 0 (-ve just resets it back to 0) for all objects to run
*submerge*



Azriel~
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#47
What about when weapons start falling from the sky? When time stop is activated, they don't exist yet so they won't be time stopped when they fall.

Just something to think about :D.
[Image: doty7Xn.gif]

10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.


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#48
please where is the download?
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#49
(09-19-2009, 04:41 PM)Lord Silva Wrote:  What about when weapons start falling from the sky? When time stop is activated, they don't exist yet so they won't be time stopped when they fall.

Just something to think about :D.

good call. was making spawned objects "inherit" the timestop/slow-motion (yes i just implemented this) from the opointer to save from having to make the game remember everything.

@fiands
this time round there's no release, coz it's not too major. last release was recent anyway



Azriel~
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#50
double post, this thing should be "worth" bumping the thread for
[youtube]LCjy-hcLDcc[/youtube]
enjoy~

Got some of my friends to play it for the recording. Time slow is cheap in that sense, but this is just a preview.



Azriel~
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