Ambiera ForumDiscussions, Help and Support. |
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Thanks Sam, appreciate your comments. I get what you mean, yeah it does take a while to get used to it, definitely got a retro feel to it. Not sure if there was an Amiga remake - there were many public-domain/indie games for it (thousands I think) that weren't commercial but were a huge part of my library, loved the Amiga games - so many good ones. Thanks Luposian, yeah,the old Saboteur was a blast. I quite often loaded it up. Yeah,the dog looks really cool - not sure who the original artist is - I suspect it's a 3D model rendered as a run-cycle, but I've put in on my itchio channel as a free ccb prefab if you want it. Much appreciated for the offer for music - of course, I'd love to include it if you fancy making some. The original did feature some music on the menu page but the game was silent (probably due to memory restriction) - I remixed the music a while back (warning contains profanity and some political opinions....https://soundcloud.com/veganpete.... For this remake, I was thinking of maybe a simple wave-synth line along the lines of Vangelis. Here's the original music - https://www.youtube.com/watch?v=... Thanks everyone. |
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Thanks to everyone who helped. I've managed to get the ladder system working perfectly now using the following code.... */Climb Up.. var p = ccbGetSceneNodeFromName("Player(2D)"); var pp= ccbGetSceneNodeProperty(p, "Position"); var l = ccbGetSceneNodeFromName("Ladder(Position)"); var lp= ccbGetSceneNodeProperty(l, "Position"); ccbSetPhysicsVelocity(p, 0, 10, 0) var s = ccbGetSceneNodeFromName("Support"); ccbSetSceneNodePositionWithoutCollision(s, lp.x, pp.y-65, lp.z); ccbUpdatePhysicsGeometry(); */Climb Down... var p = ccbGetSceneNodeFromName("Player(2D)"); var pp= ccbGetSceneNodeProperty(p, "Position"); var l = ccbGetSceneNodeFromName("Ladder(Position)"); var lp= ccbGetSceneNodeProperty(l, "Position"); ccbSetPhysicsVelocity(p, 0, -10, 0) var s = ccbGetSceneNodeFromName("Support"); ccbSetSceneNodePositionWithoutCollision(s, lp.x, pp.y-75, lp.z); ccbUpdatePhysicsGeometry(); */Not Climbing... var p = ccbGetSceneNodeFromName("Player(2D)"); var pp= ccbGetSceneNodeProperty(p, "Position"); var s = ccbGetSceneNodeFromName("Support"); ccbSetSceneNodePositionWithoutCollision(s, pp.x, pp.y-100000, pp.z); ccbUpdatePhysicsGeometry(); If the player presses w(up) or s(down) when near a ladder, the player is moved up/down and a support is moved relative to the player. When the player releases a key, the support stays in place to stop them falling down from the ladder. This worked quite well but the player sometimes accidentally fell off long ladders- so I added an extra "Ladder Position" node to constrain the x-axis movement of the player when climbing so the player will always stay in the center of the ladder. When not climbing, the support is moved (without collision) z.100000 out of the way so it doesn't ever collide with the player or map. |
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Played it a bit, and loved the new sprites and Flat view, it looks way much better than the previous versions. I apologize for not being able to push an update for you for the controller, to stop sticking in walls when jumping or falling, as I get carried away with the Screen Shader things, you also want the player to remain in an idle state when pressing arrow keys simultaneously will do that as well. you should try the screen shaders too, maybe for CRT effects or something like that. I am also thinking of posting commission jobs for myself here, like if someone wants a shader from shadertoy to get implemented in ScreenShader then I can do that for him whether it is in openGL or in DirectX, it's easy to port them but a bit time consuming, especially when translating them to HLSL. But yeah, I will do the player controller stuff today, so that it will be a little better, and will add 2-3 more animation slots or something else. |
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That's awesome, thank you Just_In_Case- that'll be brilliant. Thanks for the feedback, it's coming along nicely now. I just realised, in the code I posted, (I think) I need to swap .x for .z to keep the player perfectly central on the ladder - I forgot that the entire scene is rotated 90 degrees on the .y axis. No need to apologise about the controller at all, it's great as it is and I managed to add climb up/down animations easily enough. The new additions you mentioned will be really great - especially extra anim slots and if you can solve the sticking on the walls that'll be perfect! Actually, maybe let the user toggle it on and off as it may be good feature for wall climbing, like a spider/parkour, where the player can cling to the wall and then jump/double-jump from it. If it's too difficult to toggle on/off, obviously it'll be way better if the player doesn't stick to walls at all. Commissioned work sounds great, I'll definitely be up for funding some things from you (and others) and no pressure for time or completion. If the commissioned work idea is popular, in the future, it may be worth using the "feature requests" section of the forum as a local "wanted" bulletin where people can politely request scripts/plugins for people to make for them - we can use itch.io etc for payment/collection and that would also develop a larger presence of CopperCube there and a tighter community here. Yes, I'd love to try the new shader plugin and I'll have a look at shader-toy - don't think I've heard of that before. Certain shaders will look really good for the retro style I'm going for (eg: a new palette and pixelation etc.). My favourite reshade setup is: nostalgic (an old-school palette) combined with a crt effect for scanlines and resolution crunching. As long as it's not too performance intensive, I'll definitely add it to the game. For the CRT effect at the moment, I'm just using a transparent scanline.png I made for Cas-Evac - it's very subtle but noticeable when toggled on/off. Thanks again. |
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Ah....I just needed to move the player as well, I was only aligning the supports x-axis. Here's the fix I used.... */ClimbUp ccbSetSceneNodePositionWithoutCollision(p, pp.x, pp.y +10, lp.z); */ClimbDown ccbSetSceneNodePositionWithoutCollision(p, pp.x, pp.y -10, lp.z); I can then use the collision detector I made, to stop him climbing through the floor when he reaches the bottom of the ladder. |
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VP wrote: Thanks Sam, appreciate your comments. I get what you mean, yeah it does take a while to get used to it, definitely got a retro feel to it. Not sure if there was an Amiga remake - there were many public-domain/indie games for it (thousands I think) that weren't commercial but were a huge part of my library, loved the Amiga games - so many good ones. Thanks Luposian, yeah,the old Saboteur was a blast. I quite often loaded it up. Yeah,the dog looks really cool - not sure who the original artist is - I suspect it's a 3D model rendered as a run-cycle, but I've put in on my itchio channel as a free ccb prefab if you want it. Much appreciated for the offer for music - of course, I'd love to include it if you fancy making some. The original did feature some music on the menu page but the game was silent (probably due to memory restriction) - I remixed the music a while back (warning contains profanity and some political opinions....https://soundcloud.com/veganpete.... For this remake, I was thinking of maybe a simple wave-synth line along the lines of Vangelis. Here's the original music - https://www.youtube.com/watch?v=... Thanks everyone. I downloaded the initial demo and tried getting around. Since I saw that ladder climb animation thing, I thought it would have that, but... definitely gonna need a ladder climb animation for the guy. Not sure who can do that... it's gonna cost some bucks, even if you find someone cheap on Fiverr. But maybe it's worth it, to realize this remake? I know I want to do a remake of Brataccas. I'll see about trying to compose a piece of music for it. I'm thinking something stealthy but uncertain? Hmm... |
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Thanks Luposian,sounds good! The Player already has a ladder climb up/down/idle animations. I use mixamo and QuickSprite-3D, for now, to make all the 2D animation strips for each of the characters and then use https://ezgif.com/sprite-cutter to cut the strips into separate animation frames as required. Player currently has: Idle, Run, ClimbUp, ClimbDown, ClimbIdle, JumpUp, Fall Down. I also have a death animation done and there are 7 animated 2D character so far, which need tweaking a bit and aren't implemented in the game yet. If you check the initial post, you'll see that I update it with a time-stamp to show the recent features of the game, listed as Done/To-do/Fixes. The itch.io page also shows when the exe file was last updated. Download the latest version and he should climb up/down ladders and play an idle animation when not climbing on ladders. |
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@VP, I updated the controller a bit fixing and adding a few things to it, the updated version has not yet been uploaded to itch.io but here is the changelog. [November 22, 2023] - Added properties for new animations - Added new Collision detection code from top-down shooter - Fixed the issue where the player gets stuck in a jump or fall loop when moved near walls. - Fixed player animation to go to idle when colliding with the wall - Fixed player animation to go to idle when he is on the ground otherwise stays in falling animation - Make the animation to remain in an idle state when both forward and backward movement keys are pressed together - Changed the whole ground detection (jump) code with the updated collision detection for better working and performance improvement, as it was previously not checking the collision correctly. - Added climb ladders animation along with the climbing functionality. - Fixed the animation to automatically switch to fall animation if the player releases the climb button - Added that the player won't be able to move if he is climbing the ladders - Added the fixes to X-Forward development as well - Prevent the player from doing a jump if he is climbing - Fixed player moving in the same direction when jumping with movement and grabbing ladders, upon releasing the key it was moving to the direction we jumped in - Added ClimbDown as well - Added Ladders Folder check so that player will only climb when he is in front of the actual ladder (need to put all the ladders into a folder and select that folder in the property) - Added player snapping to the ladder when climbing it up or down ToDo:- Fixing the smooth movement when both movement keys are held down together and then released. - Add a variable for stopping the player from climbing or add a climb end detector, so that the player can move through the ladder top obstacle I added the climbing mechanism as per your needs so that you don't have to do it manually for all the ladders and other stuff, There are a few things that I need to implement then I will push an update. Hopefully tomorrow maybe |
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good job vp , this game is one of the best games i played in a while |
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Thank you {b]Just_In_Case[/b] I'll download it now and take a look. Thanks [b]Hanicraft[/b] for your kind words! Really glad you like it so far. |
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@VP, as I said I haven't updated it on itch.io yet, I will upload it tomorrow. I just added a gliding option as well, for creating slow fall. |
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Just tried it JIC Unfortunately, I can't seem to get it to work at all. Here's a link to the same game with the new controller... https://veganpete.itch.io/2d-pla... Not sure what's happened but nothing seems to work any mire. Can you fix the controller please? Thank you. |
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Ah,OK. I'll wait til tomorrow. Thank you. |
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Ahh, you missed my post again.. LOL, maybe because we 2 were writing at the same time. |
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Alrighty then... I finally noticed that I can climb! And that one computer controls one of the guns. I assume in the original game, you had ninja stars (shurikens?) that you could use to kill/stun the dogs and people with? I know you could kick/attack the people to stop them. As for refinements: I think you shouldn't be able to just fall down a ladder (it should be a deliberate action you need to take, to climb down) and you should always be centered on the ladder when climbing. I also noticed that you fall onto the raft... but from where... or why? He should simply be on the raft coming in from off-screen. This may be an obvious (pre-alpha or whatever) thing that hasn't been addressed just yet, but thought I'd mention it, anyways. I love the sound effects and voices. The screeching laser guns are a VERY annoying sound that I would do anything to avoid having to hear. (HA!) Being faithful to the original is always a good thing, but never be afraid to make it BETTER, where it makes sense. For example: The dog should either be resting or roaming slowly in a very limited area unless it sees/smells your presence. THEN it goes ballistic, running back and forth like crazy. You're a thief/ninja... you should be able to SNEAK (totally undetected) your way around every part of this game. Figuring out HOW to, is the hard part! Computers control things (on/off/open/close). Sentry guns have "scan beams" that pan back and forth (if it "sees" you; i.e. the scan beam touches you), then it goes ballistic! I'm assuming the "8-bit areas" (primitive graphics) are just placeholders til you add more regular graphics? Now, of course, once you're detected on the premises, everything goes on full alert (dogs, security guards, sentry guns, etc.) until you're dead! So, best you avoid having to make your job that much more difficult. |
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