Kirby's Adventure Tileset
#166
Posted 02 October 2008 - 10:46 AM
#167
Posted 04 October 2008 - 10:36 AM
...! WHOA! Who changed my 'Shadows of Dawn Supporter' thing?... oh wait... I've figured it out. lol
Edited by AgentLym, 04 October 2008 - 08:12 PM.
#168
Posted 06 October 2008 - 12:34 PM
Edited by blaman, 06 October 2008 - 12:35 PM.
#169
Posted 06 October 2008 - 12:46 PM
#170
Posted 07 October 2008 - 12:04 PM
#171
Posted 08 October 2008 - 04:10 PM
*shudders in anticipation*
Don't worry... I'm not expecting much! Really. It may sound like I am, but I don't care, as long as all the tiles are done! I'll search through it and add any ones that you may have (prolly not) missed.
#172
Posted 09 October 2008 - 08:15 AM
#173
Posted 09 October 2008 - 12:04 PM
Edited by blaman, 09 October 2008 - 12:05 PM.
#174
Posted 12 October 2008 - 04:17 PM
However, I shall have a go tomorrow.
#175
Posted 14 October 2008 - 03:41 PM
Good news =D
And bad news =(
The good news is that I've actually done some scripting!
The bad news it that it was two days later than I said it would be =P
And now on to some more interesting news =P
I've managed to script Star Blocks properly!
Which is good!
But!
I've realised that I actually set up the enemy loading part of the script (so, telling the system which enemies to suck over and whatnot) very poorly, which means I'm gonna have to go back through and re-do a lot of it.
Which isn't awful, and it means the script'll work a lot better when I've done it, but it definately will take quite a long time.
And my drop-through ledges and ladders are still just as broken as they were when I last left it =P
So I will send you a new version to make a video of...
...just as soon as I fix up the enemy referencing, and have another stab at the ledges and the ladders.
#176
Posted 14 October 2008 - 04:59 PM
Thanks for sticking with this!
#177
Posted 14 October 2008 - 05:21 PM
I seem to have quite a low attention span for things in ZC nowadays, so when I stopped working on this I was a bit worried I'd never get back to it, but I have, and my code's not completely illegible, so it's going quite well =)
Changing the enemy referencing code over has actually been far simpler than I thought, so I've managed to fix up sucking to work far more universally than it was before, which is great.
Before, it'd work only for enemies set down on the dialog on the screen, but now it works for scripted enemies too.
So I'll have a look into the platforms and the ladders, and then send it to you when I'm done with those.
EDIT: OK, so now when you suck in more than one enemy, it creates a big star instead of a small one
EDIT2: Now we have drop-through platforms in all their glory =)
This is actually going really very well considering.
Sometimes all you need is a break, then when you come back, all the things you thought you couldn't do before suddenly fall in to place.
EDIT3: Ladders are finished!
I'm just gonna add in some sound effects, and make some screens (it's been months since I've actually made any screens =( ) and then I'll send it over for a video =D
EDIT4: Actually, on second thoughts, I won't add in sound effects because this isn't going to be the final file. I don't want to have the hassle of adding in SFX twice really.
So how's it going ripping the sprites?
#178
Posted 20 October 2008 - 10:40 AM
The coding's got far enough I reckon for a video to be made, so I've sent it away to AgentLym =)
I also re-created Vegetable Valley part one in its entirety, which is quite fun to play with.
All of the enemies are still fires and keese though. But nevermind that =P
I've also been working away today, and I've improved the sucking quite dramatically - it was a bit clunky before.
Kirby can still suck enemies that are almost directly underneath him ove though, so I'll have to work on that one. I had trouble with it when I tried to fix it a while ago.
EDIT: Ok, so now the suck-detection is much improved. You could suck in enemies directly above and below you before, and now you can't.
EDIT2: And now when you suck in more than one enemy at a time, and spit out the big star, it carries on going after killing enemies, just like it should!
Wooo!
And now I've run out of things to do =(
I could start adding abilities or writing enemy scripts or water or something...
But they all sound so hard to do =(
#179
Posted 21 October 2008 - 05:40 PM
Kirby Remake on Zelda Classic
It's got just one level to show off what me, blaman, and Joe123 are up to, but it's still awesome! It shows off mostly the basic scripts: flying, jumping for however long you hold the 'a' button down, slide tackling, *Jump Through Platforms!*, inhaling, exhaling, exhaling multiple enemies, getting hurt, the pause screen, and probably more! Me and Joe are currently working on the next video to show off more of me and blaman's tiles and level ideas.
But, yeah, here's a teaser! Also know that this thing is not dead!
Thanks for all the support, everyone!
... And yes, I know the video doesn't have sound, but the sound would drive you crazy! Believe me! My laptop's mic is not good... either that or Camstudio didn't record the sound very well.
Edited by AgentLym, 21 October 2008 - 05:43 PM.
#180
Posted 21 October 2008 - 06:29 PM
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