Author Topic: PLAT-BETA TESTING WEEK  (Read 6215 times)

Offline El Cielo Primo [Chloride]

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Re: PLAT-BETA TESTING WEEK
« Reply #240 on: June 03, 2013, 02:30 am »
Excellent compilation. What does everyone think? Should I scale the heads up and down with equal proportions so they change size but don't stretch? I don't mind the body changes much, although the hands can get a little whacky.
You could make an option that allows us to decide....
 

Offline geoff

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Re: PLAT-BETA TESTING WEEK
« Reply #241 on: June 03, 2013, 03:55 am »
Nah. Every "option" requires me to build more interface junk, more complexity in code, testing, nightmares, cold sweats...
 

Offline Shadross

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Re: PLAT-BETA TESTING WEEK
« Reply #242 on: June 03, 2013, 03:59 am »
Nah. Every "option" requires me to build more interface junk, more complexity in code, testing, nightmares, cold sweats...
I just realized you added the copy level option thank you so much. That would've been so much more useful in the past. I know this isn't a ask for updates thread but it'd be really nice to have armor that was immune to lava.

Speaking of updates, will the Skellys have their own sounds? The mongols reused sounds seem a bit out of place.
Nani?
 

Offline luca1673

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Re: PLAT-BETA TESTING WEEK
« Reply #243 on: June 03, 2013, 04:15 am »
This is a game I am working on...


Take off your shirt, rub yourself with honey and run directly into a bee hive. You'll definitely become a mod this way. :-)
 

Offline Princess Matty

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Re: PLAT-BETA TESTING WEEK
« Reply #244 on: June 03, 2013, 05:00 am »
Excellent compilation. What does everyone think? Should I scale the heads up and down with equal proportions so they change size but don't stretch? I don't mind the body changes much, although the hands can get a little whacky.
Personally I would like to see this:
-Keep heads the same size
-Keep bodies same size as now
-Hands same as now
hi
 

Offline Arcanus

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Re: PLAT-BETA TESTING WEEK
« Reply #245 on: June 03, 2013, 05:02 am »
Excellent compilation. What does everyone think? Should I scale the heads up and down with equal proportions so they change size but don't stretch? I don't mind the body changes much, although the hands can get a little whacky.
Personally, I would like everything to stay the same "size" instead of flattening like it sometimes does.



 

Offline alon

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Re: PLAT-BETA TESTING WEEK
« Reply #246 on: June 03, 2013, 09:12 am »
Found a bug!
I made a graphic of a guy with a mohawk. But the problem is, even though I made hands, they aren't showing up. All the enemies I applied the graphic to keep their original hands. The arms, legs, and face work just fine.
 

Offline Waffle

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Re: PLAT-BETA TESTING WEEK
« Reply #247 on: June 03, 2013, 09:22 am »
I found something.
This is my graphic:


And when I put it on a thug, it looks like this:

The pants disappear. Is this supposed to happen?
 

Offline geoff

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Re: PLAT-BETA TESTING WEEK
« Reply #248 on: June 03, 2013, 12:02 pm »
Found a bug!
I made a graphic of a guy with a mohawk. But the problem is, even though I made hands, they aren't showing up. All the enemies I applied the graphic to keep their original hands. The arms, legs, and face work just fine.

Can you right click on the graphic on your "my graphics" page and paste the URL into this thread?
 

Offline alon

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Re: PLAT-BETA TESTING WEEK
« Reply #249 on: June 03, 2013, 12:07 pm »
 

Offline Elroy

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Re: PLAT-BETA TESTING WEEK
« Reply #250 on: June 03, 2013, 02:24 pm »
I found something.
This is my graphic:


And when I put it on a thug, it looks like this:

The pants disappear. Is this supposed to happen?
That's cause thugs don't have legs, they only have feet =p
 

Offline Vexation

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Re: PLAT-BETA TESTING WEEK
« Reply #251 on: June 03, 2013, 03:10 pm »
At school graphics work fine. My home comp is kind of old (don't know how old), but school is ending really soon. Is it possible to get the graphics to work for Windows XP Professional?
Excellent compilation. What does everyone think? Should I scale the heads up and down with equal proportions so they change size but don't stretch? I don't mind the body changes much, although the hands can get a little whacky.
I like it perfectly how it is.
 

Offline geoff

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Re: PLAT-BETA TESTING WEEK
« Reply #252 on: June 03, 2013, 03:33 pm »
Okay all, I've found a little bug with the way graphics were sliced (thanks to Alonessix) and changed the way heads are drawn so they don't stretch.

Feel free to clear your caches to check the latest update. I'd like everyone who is currently using the beta to please clear their cache and test one last time. I'd like to launch this by Wednesday. But, I won't do it unless I get a vote of confidence from the group.
 

Offline efrenexiga

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Re: PLAT-BETA TESTING WEEK
« Reply #253 on: June 03, 2013, 04:00 pm »
I'll check for bugs in the creator.
 

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Re: PLAT-BETA TESTING WEEK
« Reply #254 on: June 03, 2013, 04:05 pm »
Okay all, I've found a little bug with the way graphics were sliced (thanks to Alonessix) and changed the way heads are drawn so they don't stretch.

Feel free to clear your caches to check the latest update. I'd like everyone who is currently using the beta to please clear their cache and test one last time. I'd like to launch this by Wednesday. But, I won't do it unless I get a vote of confidence from the group.

clear your caches

caches

No...not again! Geoff Y U do dis to me ;-;



 

Offline efrenexiga

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Re: PLAT-BETA TESTING WEEK
« Reply #255 on: June 03, 2013, 04:19 pm »
Something i found. Not a bug, but probably coding not touched.
If you use the hovership and fire at the invisible wall (game border), then exit the hovership and touch the bullets, you get damage from them.
 

Offline blackhole2

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Re: PLAT-BETA TESTING WEEK
« Reply #256 on: June 03, 2013, 04:21 pm »
The first dog is the player, the second is the dog dog and the third is the dog magician NPC. Looks like a bit strange


Or should we do the NPCS with the normal graphics mode?
 

Offline efrenexiga

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Re: PLAT-BETA TESTING WEEK
« Reply #257 on: June 03, 2013, 04:25 pm »
Putting graphics on ramp tiles and stair tiles do not get cut off with the shape of the ramp or stair.
 

Offline Vexation

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Re: PLAT-BETA TESTING WEEK
« Reply #258 on: June 03, 2013, 04:46 pm »
The first dog is the player, the second is the dog dog and the third is the dog magician NPC. Looks like a bit strange


Or should we do the NPCS with the normal graphics mode?
Normal graphics. Geoff recropped the graphics to a point, and because of that, the arms/legs can't  be seen. Try to stay inside the center when making an NPC graphic, though!  ;)
Putting graphics on ramp tiles and stair tiles do not get cut off with the shape of the ramp or stair.
Then make a triangular graphic. :blank:
 

Offline Master

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Re: PLAT-BETA TESTING WEEK
« Reply #259 on: June 03, 2013, 05:10 pm »
I made a graphic in the pattern of the mech and it doesn't cover the mech right!
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Offline geoff

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Re: PLAT-BETA TESTING WEEK
« Reply #260 on: June 03, 2013, 06:38 pm »
The first dog is the player, the second is the dog dog and the third is the dog magician NPC. Looks like a bit strange


Or should we do the NPCS with the normal graphics mode?

Yeah, I knew this would cause confusion. Since wizards and generals don't move, they aren't sliced-up like other characters. Just draw them exactly as you would any other graphics. :)
 

Offline geoff

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Re: PLAT-BETA TESTING WEEK
« Reply #261 on: June 03, 2013, 06:39 pm »
I made a graphic in the pattern of the mech and it doesn't cover the mech right!

Post your graphic here, and if possible take a screenshot of the mech.
 

Offline billu

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Re: PLAT-BETA TESTING WEEK
« Reply #262 on: June 03, 2013, 08:06 pm »
So are these graphics made with the 60 x 60 platformer graphics creator? If yes, then the graphics look as if they were made with the ppg graphics creator. I thought that the 60 x 60 graphics creator would look like the platformers resolution.

Is this supposed to happen? Or is there going to be an update in the future?

I like everything like "Naming Levels", "Duplicating Levels", "Hovership", "Ally", "Skelly" etc.  :)

Offline Vexation

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Re: PLAT-BETA TESTING WEEK
« Reply #263 on: June 03, 2013, 08:39 pm »
So are these graphics made with the 60 x 60 platformer graphics creator? If yes, then the graphics look as if they were made with the ppg graphics creator.
Once again, they're the same graphics maker!  :o
 

Offline Vexation

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Re: PLAT-BETA TESTING WEEK
« Reply #264 on: June 03, 2013, 08:42 pm »
That's cause thugs don't have legs, they only have feet =p
Ugh! The sizing is such a problem! I made a Tyrein graphic with an open mouth and a fire emblem on its chest and the Snarley head completely covered the emblem. Same thing with the Mongol, only half the speed emblem showed.
 

Offline geoff

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Re: PLAT-BETA TESTING WEEK
« Reply #265 on: June 03, 2013, 09:33 pm »
Hint: you can adjust the positioning by adding black pixels under the head. make them 10% opaque and they'll look like a shadow.
 

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Re: PLAT-BETA TESTING WEEK
« Reply #266 on: June 04, 2013, 12:15 am »
Something that I think could get annoying would be if you made tiles and backwalls use the same graphic, so you couldn't tell them apart.
 

Offline geoff

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Re: PLAT-BETA TESTING WEEK
« Reply #267 on: June 04, 2013, 01:42 am »
True! I'll leave that up to the designer. It could also lead to interesting puzzles.
 

Offline Princess Matty

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Re: PLAT-BETA TESTING WEEK
« Reply #268 on: June 04, 2013, 01:59 am »
Why is this unfused geoff?
hi
 

Offline geoff

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Re: PLAT-BETA TESTING WEEK
« Reply #269 on: June 04, 2013, 03:22 am »
I've created a new poll to tie up any final issues.