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Space Station Pheta 2 (DEAD but not forgotten)

Posted: Thu 08 Jun, 2006 9:41 pm
by threefingeredguy
I AM starting work on SSP2, but it will be different than previously discussed. Due to time and brain-power restraints, it will be b&w. I would convert those awesome sprites necro made, but most of them are unconvertible. If anyone wants to throw some sprites together for tiles, monsters, anything, as well as ideas, I'd be very happy. My idea is to throw as much random shit into this as possible (except weapons) so brainstorm. Anything that I can possibly get into this and still tie it up coherently will be added! I am using Liazon's sweet sweet n-game sprites. Due to that, and the fact that it can add a more puzzle-like side to the game, ladders can be travelled up either side but cannot be walked through. That way I can cannibalize the wall jumping sprite and make multiple rooms out of a ladder.

Code: Select all

|:
|: Climb this side

:|
:| Climb this side

:|: Climb either side.
Righty-o, no pressure, but I need to finish this 100% by July 31st because I entered yaronet's asm contest then forgot until just now.


EDIT: Sprites so far

Image

Image

The new dying and falling animations make me giggle.

Posted: Fri 09 Jun, 2006 8:05 pm
by threefingeredguy
In the new one, you change from big to small using special pod-thingies. This lets you go places you couldn't before.

Holy crap he's falling! (Big only atm)
Image

Holy crap he splats! (Big then small)
Image

I need a lot of random things to but in there. I want this game to be huge improvement over the last one.

Posted: Fri 09 Jun, 2006 9:45 pm
by CompWiz
threefingeredguy wrote:In the new one, you change from big to small using special pod-thingies. This lets you go places you couldn't before.

Holy crap he's falling! (Big only atm)
Image

Holy crap he splats! (Big then small)
Image

I need a lot of random things to but in there. I want this game to be huge improvement over the last one.
sounds great. I can't wait to try out this game. July 31st sounds good. :) at least it won't drag on for years like some [cough] metroid [/cough] games have. :D

Posted: Sat 10 Jun, 2006 12:27 am
by Liazon
O_O

those new ones just pwn completely.

Posted: Sun 11 Jun, 2006 4:52 am
by katmaster
Yeah i like them. So are the physics going to be the same or changed?

Posted: Sun 11 Jun, 2006 6:46 am
by threefingeredguy
Different. It's smoothscrolling now so I will probably handle the jumping like mario.

Posted: Sun 11 Jun, 2006 6:32 pm
by CompWiz
threefingeredguy wrote:Different. It's smoothscrolling now so I will probably handle the jumping like mario.
smoothscrolling in all directions? I could use an engine like that for n game (when I get around to making it, after I finish learning asm).

Posted: Sun 11 Jun, 2006 8:03 pm
by Liazon
well, Revsoft does have free black and white tilemappers :D

edit: i just forget how to nudge everything one pixel at a time.

Posted: Sun 11 Jun, 2006 8:11 pm
by threefingeredguy
Yeah, I am using the free black and white tilemapper posted on revsoft.

Posted: Sun 11 Jun, 2006 8:17 pm
by CompWiz
I guess I'll have to venture over there and have a look. :)

Posted: Sun 11 Jun, 2006 11:21 pm
by threefingeredguy
It's labeled "[Free Code]Black and white tilemapper".

Posted: Mon 12 Jun, 2006 1:12 am
by Liazon
i guess changing just one thing can shave 1000s of clocks of a tilemapper routine because you have to repeatedly loop it. just amazing.

Posted: Mon 12 Jun, 2006 5:55 am
by katmaster
Smooth scrolling? Sweetttt!

Posted: Wed 14 Jun, 2006 2:54 am
by CompWiz
katmaster wrote:Smooth scrolling? Sweetttt!
yeah. this could be a serious contender for ticalc.org POTY. :D

Posted: Wed 14 Jun, 2006 9:20 am
by tr1p1ea
The community needs some big releases, this project is certainly a contender.