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Topics - Dragyn

Pages: 1 2 [3]
31
Zombies / Download
« on: October 09, 2010, 10:52:43 PM »
Here I'll put the download link for the newest version(s) of Zombies.  If I release newer versions, the links here will change to reflect that. 

Note that while I'm including the link to the Java version, it is no longer actually supported, and is mostly there for comparison.

Java Version 106  NOT SUPPORTED
Download Java Version.

Current XNA Version:  1.003

Single-File Download.

Smaller individual downloads are available as well, split into 4 parts:
| Part 1 | Part 2 | Part 3 | Part 4 |


32
Shadow Wolf / An offer
« on: October 09, 2010, 10:43:44 PM »
So, I'm looking to get more sprites for my Shadow Wolf project. So here's my offer: if you make the sprites for it, I'll add your character to SW--likely as either an unlockable character (via New Game+ or cheat codes) or an enemy, but I'll add them. I'll credit you in the credits, as well, especially for viable, easily reusable enemy unit sprites. :)

The basics of what you'll need:

A bunch of sprites. Characters probably shouldn't be more than 80 pixels tall. Some doorways are likely to be as small as 100 pixels, and larger characters wouldn't fit through. Characters should probably be around 70-80 tall. Mitz, at 55, is supposed to be pretty short.

Next--the closer to my style the sprites are, the better. I'd prefer they all look pretty similar in style. If they don't mesh well, they'll stand out. I may reserve the right to make minor modifications to sprites to keep them closer in style.

Next: Sprites need to be on a transparent background. THIS IS IMPORTANT. If it's not transparent, I can't use it. Even if they're all in one image, the background needs to be transparent. You'll need a lot of little sprites, comprising the following animations (and 1 version facing each way).:

Walk -- Probably about 4 frames, looping. 2 frame animations work, but will look sorta' choppy.

Jump -- At least 1 frame. Most of my characters have a single jump frame. Looping.

Peak -- This is a single frame used when your character reaches the top of his jump. You can reuse a jump or walk frame if you want to be a bit lazier. Doesn't loop.

Fall-- This is at least 1 frame, played while your character is falling. Loops.

Attack -- This is at least 1 set of frames comprising an attack. You can have as many "attack" sets as you want, and they'll be played in sequence, (or at random, if you prefer). Melee attacks also require seperate "hitbox" graphics, and ranged characters also need "bullet" graphics. Any ranged character not providing bullets will use my standard ones, even if that doesn't make sense. Attacks play in sequence, then loop if needed.

Walking attack -- If you want to be able to attack while walking, you'll need to offer the graphics for it. At least 1 animation will be needed.

idle -- This is played when the player stands idle too long. It can be 1 frame or many. Loops.

Jump Attack -- Each character has 1 attack for while they're jumping. It can be as long or short as you like. Loops as needed.

Fall Attack -- Like jump attack, but for while you're falling.

crouch -- So far, this is a single frame. If you want more frames, I can do that, too. Character can't move while crouched. (I have my reasons for this.) Loops.

Crouch attack -- If you attack while crouched, this is the attack that gets used. It can be as many frames as you want.

Recoil/Hit -- This plays when your character gets hit/knocked back. Doesn't loop, plays through once.

Stunned -- This plays while your character is stunned, and unable to move. Loops.  Sorta'.

Death -- Plays through once when you die. The last frame is your "dead" frame. Plays backwards if you get revived, somehow.

Portrait -- This is the graphic shown in the HUD. I'll also want a bigger version for use later, in the character select screen. The HUD one should be 75 x 75, the other one I don't know what dimensions I'll need, so just leave me something fairly large to work with, I guess.

Other -- Any special abilities, custom graphics, aura effects, etc. need to also be given, else I can't implement them.

Special:
Aircraft -- Due to some preplanned in-game events, I'll also need some sort of aircraft for your character. I don't really care what, but remember that odds are good your character will be using it as a platform at some point. If you don't provide one, I'm giving you a generic one.

If I think of more, I'll also expect you to provide those.

Legal:
Blood pointed out to me that I should remind you all that I have to ensure that any graphics you give me are legal. As such, I can't accept recolors, or anything that uses somebody else's graphics. Modified character sheets are fine, as long as you can claim them as your own work. Recolored sprites, however, would be a legal fiasco, so I can't use those. Just clarifying.

Metric:
It's worth noting that you can use a rough scale of 9 pixels = 1 foot for sizing graphics.  Do try to keep things reasonably sized.

33
Shadow Wolf / Shadow Wolf
« on: October 09, 2010, 10:39:53 PM »
Feel free to start new threads to discuss features you want to see, or to just talk about the game, as you see fit.

Also:  if you find any bugs, make threads for those, too (after you make sure nobody else has already done so).

34
Shadow Wolf / Download
« on: October 09, 2010, 10:38:48 PM »
Here I'll put new versions.  This is separate from the update notes so I can update it easily.  I'll keep the newest download link here in the first post.  I'll make new posts to say that there is a new version, though.

Current Version:  SW Pre-Alpha 007
Current version of Shadow Wolf available here.
You will also need the XNA 4.0 Redistributable.  Get that here.

Last Upload: 7/9/2013

35
Shadow Wolf / Update List
« on: October 09, 2010, 10:34:01 PM »
This is where I'll be putting the updates.  For now, I'll just put the whole log in one post.  Future additions will be in separate posts, however.

------------------------------------------------
[spoiler=Update List]
   Feb 1, 2010:  Project Started.  Rudimentary platforming engine constructed.
   
   Feb 2, 2010:  Gravity added, sprites for Mitz Aeori begun
   
   Feb 3, 2010:  Mitz Aeori implemented as player character
           HUD added.
   
   Feb 10, 2010: (Poor record keeping.  Lots added since last note)
            Platforms, Blocks, Hazards, and Props added to environment.
            Weapons added.  Mostly Just ranged projectiles for now.
            Several  tentative "final" maps added.
            
   Feb 13, 2010: Basic Combo system implemented.  Combos now need to be added for each character,  but can be used once added. 
            each combo will need it's own animation, or to be mapped to a default.
            
   Feb 14, 2010:  Combo MP cost implemented, along with MP regeneration and MP HUD display.
                              MedKit item added, and Item Framework built.
   
   ------No info for some time, here.  My fault.  Not been logging things.    -Dragyn
   
   March 22, 2010:
       XNA Redesign in progress, and has been for some time.
      To Date:
         --Rudimentary platforming engine (re)constructed.  Gravity added.
         --Platforms to stand on and blocks to run into re-implemented.
         --Bullet lists added, and basic functionality restored.
         --Mitz Aeori implemented as player character.  Walk, standing attack, fall and jump animations added.
         --Jump Attack and crouch attack functionality restored.
         --Xbox controls added.
         --Local Multiplayer control loop implemented.
               
               
   March 23, 2010:
      -HUD re-implemented
      -Re-implemented decorative props.
      -Re-implemented Traps and Hazards (Acid and Lightning traps), with Invul and Knockback
            ® Hazards are a subclass of Sprite, and use the Sprite draw function, allowing me to leverage the Sprite's  Stretch/Loop image, as well as the newly-added animated Sprite (for which you add an array of Textures instead of a single texture in the constructor)
      -Add Death Animation to Mitz
         
   March 24, 2010:
      -Minor bug handling changes.
         
   March 25, 2010:
      -Sprite rotation handling added.  Call function setRotationInc(float angle) to set up the rotation.  Origin will be centered.
      -Hazard class rotation handled.  Moves the collision rectangle to reflect the centered origin.
      -Idle Animation added to Mitz
      -Fall Attack animation and functionality added to Mitz.
      -Walk animation bug fixed.  Now shows all frames of animation, rather that all but the last.
      -Hero graphics load script optimizations.
      
   March 26, 2010:
      -Allow for "zoning" between maps.  (Offload one map, load up the next, put people in fairly close approximations to their previous positions.)
      -Added bullet collisions between players.  You can't shoot yourself, and a Boolean value is to be set to determine whether team damage is on.
      
   March 27, 2010:
      -"Impact" graphics added.  A cartoon-esque burst appears whenever damage is dealt, or a bullet hits a wall.
      -Added destructible objects (Doors).  Such objects have graphics for full health, half health, and dead.
      
   March 28, 2010:
      -Item handling added.  Falling items will bounce, and items will slide off the edge of platforms they aren't all the way on.
      -Medkit item added.  Heals 25 HP.
      -Dead players who somehow gain health, by medkit, cheat, or theoretical special ability, now come back to life.
      -Enemies added.  So far, only Mitz (and that only temporary), but the framework exists.
      -Enemies can only shoot allies.  Allies can only hit enemies.  (The rules change when ally damage is on, though)
      -The AI will now move to avoid hazard, if it can.  Sort of, anyway.
      
   March 30, 2010:
      -Extensive character Load script modification.  Characters now load data from a text file, which allows for more diverse information to be readily modified and stored.
      
   March 31, 2010:
      -Load script modification:  characters now store "Collision clip" values for each side, allowing for space where image is drawn, but collision does not occur (esp. Mitz' tail and Hair)
      -Debug Toggle key set (0)-- I'll probably disable this before any actual release, but it's still good to note.
      
   April 1, 2010:
      -Black Mask added around map edges.
      -Moveable Sprite support added.
      -Moving hazards added, leveraging the newly added Moveable sprite system
         -Sprites that move off the edge of the map re-enter the map from the opposing side.
   
   April 2, 2010:
      -Bug Fixes.  Nothing major, here.
      
   April 3, 2010:
      -Item collisions fixed.  Collision area now matches the graphical representation of the object.
      -Basics of a combo system implemented
      -Mitz' Super Jump combo implemented.  Yay for Castlevania standbys.
      
   April 4, 2010:
      -(Happy Easter, all, and Happy Birthday, Me!)
      -Ranged Attack combos added
      -Mitz' Doubleshot (ranged attack combo) added
      
   April 5, 2010:
      -Move Action mirages modified.  Color can now be set.
      -Multiplayer Framework rewritten for versatility--any combination of controllers can be used.
      -Close Actions (Melee-Range specials) now load, though they don't do anything yet.
   
   April 6, 2010:
      -Close action implemented
      -Mitz' Electric attack added.
   
   April 8, 2010:
      -Level building in progress.  Nothing specific, just setting up the layouts and zone points, for the most part.
      
   April 9-12, 2010:
      -Bugfixes and grinding levels.  Nothing really noteworthy, here.
      
   April 13, 2010:
      -Engine rewrite.  I realized the current method wouldn't do what I wanted, so I changed some things.  Pretty much the whole thing, actually.  Should run more efficiently, as well, though not likely enough to notice, even on an old machine.
      
   April 14, 2010:
      -Engine rewrite, continued.  Maps are now defined in their own, individual files.  This gives me considerably more freedom, and the ability to script events on a by-map basis.
      -Combo fix:  No longer does the "retreat step" style movement combo occasionally move you the wrong way.
      -Combo change:  combos now have cooldown entries, and can't be used until cooled.
      -Frame Rate displays in debug mode
      -Character Variables added for scripting and cutscene handling.
      
   April 15, 2010:
      -Boss Fight Arena 1 built.  Needs a boss and scripting, still, though.
      
   May 18, 2010:
      -General Debugging, Vacation Time, and basic level design  happened between listed dates.  My recording needs work.
      -Moving blocks can now crush players/monsters, provided the block is moving downwards.   Platforms cannot be used to squish players, because platforms only interact with players from above.
      
   May 22, 2010:
      -Rewrote the moving object script.  Multiple movement paths can be applied to a single object, allowing for more intricate paths.
      -Versus mode functionality added.  Still unfinished, but present.
   
   August 3, 2010:
      -Character "Phase" dropped from list due to complications with abilities.
      -Character "Black" adopted as next character for work.  Human form walk and Atk1 animations added.
      -Melee attack animation handling implemented.   Melee attacks still unable to deal damage.
      
   August 6, 2010:
      -Character Load system rebuilt, allowing for greater flexibility and differences between characters.  Each character now has their own class.
   
   August 7, 2010:
      -Melee enemies no longer kill themselves when attacking.
      -Enemy Class merged with Character class, and AI script added under Character.  This allows me to reuse character-specific scripts for enemies as well as allies, if necessary.
      -Melee Attacks now do the proper amount of damage, rather than dealing damage each frame
   
   August 13-15, 2010:
      -Black has jump, fall, walk, attack1, walkAttack1, and rough versions of recoil and death animations.
      -Support for moving while attacking added.  Character with no walkAttack graphics will have to stand still in order to attack.
-Knockback can no longer push people through walls.
-Jumping while directly underneath a block object no longer pushes you through the floor.
   
   August 16, 2010:
      -Minor bug fix regarding combo input--holding the attack key will no longer interrupt combos with a duration.
-Sketch version of Black's crouch and Crouch attack animations added.
      -Crouch attack stats divorced from primary attack  (Melee only, at the moment)
      -Rudimentary stun functionality added.  Graphics still needed.
-Bugfix:  Melee characters in versus/ally damage modes can now hit players other than player 1.
      
   August 17, 2010:
      -Stun Effect fully implemented, complete with stars over stunned characters head.
      -Mitz' Stunned graphic added.
      -Melee Jump/Fall attack functionality added
-Black's Jump and Fall attack graphics added in sketchy version.
      
   August 20, 2010:
      -Double Jump Rewrite--Holding the jump key no longer makes you bounce forever.  Pressing jump mid-jump now is a proper double jump (rather than having double jump be a combo).   You must land before you can double jump again.  Mid-air jumps of the old variety still exist, but aren't standard.  Giving a character a double jump is now a simple boolean toggle.
      -Black's "Stunned" animation finished.
      
   August 22, 2010:
      -Characters now have character specific color entries, used for HUD interactions.
      -Game now returns to main menu if all party members are dead
   
   September 1, 2010:
      -Minor change to backend combo handling.  Should allow more versatility for programming, but shouldn't affect gameplay.
   
   September 2, 2010:
      -"Default ability" now mapped to the action key (X).  Mitz uses his lightning ability.  Characters with no default ability will treat the button the same way as before, and not do anything unless it's part of a combo.
      -Controls have been mapped to variables to allow control customization in the future.
      -Added a character selection screen to both versus and storyline mode.
      
   September 3, 2010:
      -Xbox controls added for character select.
      -No'Dachi master added
      
   September 4, 2010:
      -Updates to character selection screen backend.
      -Modification to draw area when on an Xbox--it shouldn't have any problems with important elements getting "cut off" by the edges of the screen.
      -Game now loads resolution values from config.ini  on PC.  However, it has to be changed manually, for now.
   
   September 5, 2010:
      -Clone function added to Character class.  This means that multiple instances of a unit can be spawned without having to reload everything each time.
      -Basic level up system added.  Still needs work, but it exists, nonetheless.
   
   September 6, 2010:
      -Background music implemented.
      -Background Music added to Acid plant areas.
      -Nodachi hitboxes adjusted.
      -Animation bug fixed.
      -Sound Effect added for Mitz' gunshots.
      
   September 7, 2010:
      -Sound effects added for Nodachi attacks.
      -Game now loads sound volume factor from config.ini file.
      -Game now loads fullscreen value from config.ini file.
      -Music file compression increased.
      
   September 28, 2010:
      -Update order changed.  Players now updated after everything else.  Looks much better w/ moving platforms.
      -Team handling changed.  Players are now on team 1, enemies on team 2, by default.  Enemies on different teams will fight each other.

[/spoiler]

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