Project LASER (BenHeck videogame)

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Skyone
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Post by Skyone »

Black Six wrote:We need to have a design mapped out before we even think about coding. It seems pointless for you to be writing code if you don't even know what we're trying to achieve. Let's focus our discussion on that.
That's what I meant to say I suppose. :P Palmertech and I have decided on the idea he just posted, and I think it could serve for a lot of fun gaming. Thoughts and ideas on this would be highly appreciated!
Fenrir
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Post by Fenrir »

palmertech wrote: Behold, the best concept art for a game ever made on a 600mhz machine using MSpaint! (Using while main computer reformats)
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...

Note that this does not reflect what the game would look like, just how the basic control mechanics will work.
...I think I might actually make this, just for the hell of it.
Black Six
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Post by Black Six »

If the mouse is going to be used for aiming, it seems kind of silly to use 'W' for aiming up. Other games I've played with similar controls use 'W' for jump, which I think makes a lot more sense since 'S' is crouch.

Also, for the driving parts, 'A' and 'D' should be turn left/right and 'W' and 'S' could be throttle controls. There should also be an on-screen indicator of some type as to where the throttle is in relation to the max and min, either like a slider or a percentage.
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DK
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Re: Project LASER (BenHeck videogame)

Post by DK »

[quote="palmertech"]Welcome to the start of “Project LASERâ€
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palmertech
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Post by palmertech »

Yeah, I spotted the W thing just now. I edited that pic from a slightly older concept that had been a standard dpad aim fare. Jump wpuld make a lot more sense.

Lots of arcade games have used trackballs, some to a great enough effect that people think you need original hardware to properly play the games that use them. I have a trackball, and I think it would work pretty well in an arcade cabinet (Would have to try to be sure, of course.)
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Excellent
XCVG
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Post by XCVG »

My opinion on controls is that the best controls are flexible controls- i.e. the user sets them up. This may be foreign to console gamers :P , but it is quite common on PC games.
Black Six
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Post by Black Six »

XCVG wrote:My opinion on controls is that the best controls are flexible controls- i.e. the user sets them up. This may be foreign to console gamers :P , but it is quite common on PC games.
That would be something that could be easily changed later on with the addition of a prefs file or a setup screen. I think the important thing right now is to get a working concept of how we want the game to play.
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Post by Mario »

Yes, you're putting crouch in!

Teabag! :lol:
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Post by bicostp »

Teabagging should earn you bonus points. 8)
palmertech
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Post by palmertech »

bicostp wrote:Teabagging should earn you bonus points. 8)
Good idea, this may not be the right game.

This is my first sprite, took me about 10 minutes, including the time to upload it. Problem is, I forgot to give him a receding hairline. :lol:

If anybody has suggestions, or wants to help this thing have a massive bald spot, feel free.

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Excellent
palmertech
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Post by palmertech »

I need to make the hair go further to the right on the left side, but this is looking better: Image
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palmertech
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Post by palmertech »

Not nearly done, but just a start on the "Running" sprite. Any comments?
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Excellent
Mario
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Post by Mario »

Have you even tried animating it yet? Looks like some of the poses might not work too well...
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DSFARGEG
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Post by DSFARGEG »

I animated the sprite.

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palmertech
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Post by palmertech »

Some more transitional frames might be needed, but at least I know it looks decent. :P

The receding hairlines is the hardest part for me, never seen a sprite with one. The current running sprite is the best I have gotten, any thoughts on improving it?
Image

Excellent
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