Thanks for all your comments, it's been interesting what the thoughts are and giving me something to ponder over when creating assets. I am going to settle on the one frame character on the rope and assume that the rope swing is programmed in by the dev as suggested by Medicinestorm and Spring, this seems to be the norm, however I have given it much thought to an animated swing character too, but right now I'm working within the NES limitations, and don't believe there is much call for that with such a small space to work in, but something like the megadrive/snes could do that much cleaner as in like flashback/another level. So I defo do something like that when I'm brave enough to tackle it and work on those limitations. :)
other thing I'm thinking about is having an 8 way directional swing in a game, I don't believe I have ever seen one, so I might make it my project during the jam, just to experiment.if I get the time:(
@medicinestorm i read the other thread you are working on some things. pleased to here it. maybe some sort of 'Autotag' system may help(from what you find are most common or relevant to a particular asset), when submitting maybe you could have some tick boxes on what your uploading.
@medicinestorm, I like that, but i suppose it comes down to what the 'needs' are for that particular project, I would like you and Spring, use the single frame. the reason I ask is coz I'm working on a Sprite sheet that has a rope swing frame, I just wondered would it be good to include in an animation. It's 8 way, so there would be quite some work to pull it off, but only if it would be worth it.i don't think it would be so I'm going to stick with the one frame for now at least. :) it's good to know what the 'norm' would be .
@spring I do use gamemaker, and gms2(when it wants to work), if you don't mind I'd like to have a look at that yeah. :) I've watched your videos on your game by the way, looks cool, I haven't had the pleasure of playing it yet, but I will. I was going to ask, are you planning on releasing it on any platforms?
I agree with you there, so what about the character movement? Holding on to the rope? One frame? Or multiple frames for when the angle changes, I wonder if there's ever a need to have that, I've never coded anything that has/uses a rope swing. Im Going to have a guess and say one frame would be enough.
@withthelove hahaha, everyday job buddy, just wasn't as organised as i normally am. :) still hurts though ;)
quick mention about twitter:
there is a twitter handle for the jam #ogagamejam2, so those that are on twitter that take part in the jam, if you would like to share your jam progress on there then i will look for them via the hashtag and share/retweet them. Granted i dont have many followers but il still share anyway. its a good idea to use other hashtags too, like #gamedev as an example, but you probably know that anyway. i like to see progress and WIPs. (that sounds seedy) :)
Thanks for all your comments, it's been interesting what the thoughts are and giving me something to ponder over when creating assets. I am going to settle on the one frame character on the rope and assume that the rope swing is programmed in by the dev as suggested by Medicinestorm and Spring, this seems to be the norm, however I have given it much thought to an animated swing character too, but right now I'm working within the NES limitations, and don't believe there is much call for that with such a small space to work in, but something like the megadrive/snes could do that much cleaner as in like flashback/another level. So I defo do something like that when I'm brave enough to tackle it and work on those limitations. :)
other thing I'm thinking about is having an 8 way directional swing in a game, I don't believe I have ever seen one, so I might make it my project during the jam, just to experiment.if I get the time:(
@medicinestorm i read the other thread you are working on some things. pleased to here it. maybe some sort of 'Autotag' system may help(from what you find are most common or relevant to a particular asset), when submitting maybe you could have some tick boxes on what your uploading.
Tile set/16x16/Enviroment(forest)/Custom(NES)
Spritesheet/32x32/Custom(zombie)/Custom(NES)/Frames(walk)
Sound/Mood(peaceful)/Custom(inventory)/file(OGG)/Custom(chiptune)/Custom(famitracker)
@Ataos because you can choose to use any of those licenses in your project.:)
@medicinestorm, I like that, but i suppose it comes down to what the 'needs' are for that particular project, I would like you and Spring, use the single frame. the reason I ask is coz I'm working on a Sprite sheet that has a rope swing frame, I just wondered would it be good to include in an animation. It's 8 way, so there would be quite some work to pull it off, but only if it would be worth it.i don't think it would be so I'm going to stick with the one frame for now at least. :) it's good to know what the 'norm' would be .
@spring I do use gamemaker, and gms2(when it wants to work), if you don't mind I'd like to have a look at that yeah. :) I've watched your videos on your game by the way, looks cool, I haven't had the pleasure of playing it yet, but I will. I was going to ask, are you planning on releasing it on any platforms?
I agree with you there, so what about the character movement? Holding on to the rope? One frame? Or multiple frames for when the angle changes, I wonder if there's ever a need to have that, I've never coded anything that has/uses a rope swing. Im Going to have a guess and say one frame would be enough.
I don't think it's cheating, I'm sure it will be OK.
Nah, sms had some great titles! There are some gems amongst the collection.
@withthelove hahaha, everyday job buddy, just wasn't as organised as i normally am. :) still hurts though ;)
quick mention about twitter:
there is a twitter handle for the jam #ogagamejam2, so those that are on twitter that take part in the jam, if you would like to share your jam progress on there then i will look for them via the hashtag and share/retweet them. Granted i dont have many followers but il still share anyway. its a good idea to use other hashtags too, like #gamedev as an example, but you probably know that anyway. i like to see progress and WIPs. (that sounds seedy) :)
@medicinestorm any joy with OGA's social sites?
Yeah, we dig ya @spring, sorted that now, hopefully that better for you and other. Sorry.
Oh I see too, er yeah I think so, didn't think to do that, give me a minute or two I'm just sorting Me kids out there dinner
edit. Done! :)
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