RIP Winz00e

Page 4 of 5 Previous  1, 2, 3, 4, 5  Next

View previous topic View next topic Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Fri Jan 30, 2015 8:31 am

going to get others opinion on things before starting. also i need to think of whether to go with existing engine or custom.

__________________________________________________________________________________________

avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by 00f on Fri Jan 30, 2015 10:51 am

InfinitasImpetum wrote:going to get others opinion on things before starting. also i need to think of whether to go with existing engine or custom.
just go for the one that you can get the fastest results with...one you're comfortable working with also

__________________________________________________________________________________________






REVERBLAST






avatar
00f
(90%)-Lv4
(90%)-Lv4

Posts : 500
Join date : 2014-11-06
Currently : Japan

View user profile

Back to top Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Fri Jan 30, 2015 11:12 am

i have decided on unity cause of multiplatform.
also when you create tilesets. design it to be compatible with this program.
http://www.mapeditor.org/
found an importer online for unity for the file type it generates.

now to wait for others opinion on stuff. 

as for coding if we do platformer like megaman and mario. i have code written for movement. might have to convert some of it to work with 2d images instead of 3d models.


@oof
have you ever done sprite animation. if not you could just use existing sprites as a base to work with.
avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by 00f on Fri Jan 30, 2015 11:59 am

i know nothing of the coding world, i can render you all the frames you need for a sprite though, but you would have to animate it, if it's easy to learn/explain, you could teach me and that would relieve you of some of the work.

i guess using sprite sheets as a model is a good start... ? can 2 people really make a 2d game?  im asking

also, if possible, lets release it for android...i just bought a nexus 7 (2013ver) and its..well...cool. 

let me now what you think

__________________________________________________________________________________________






REVERBLAST






avatar
00f
(90%)-Lv4
(90%)-Lv4

Posts : 500
Join date : 2014-11-06
Currently : Japan

View user profile

Back to top Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Fri Jan 30, 2015 12:12 pm

i want android too. cause of my shield tablet. 

as for 2 people making a 2d game. its not impossible might take more time.  we can get someone to layout levels and design them using tilesets you make.
well, if we can find more help then its good.

also what type of game we are making is a factor. rpg probably would take the longest.
avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by 00f on Fri Jan 30, 2015 4:32 pm

InfinitasImpetum wrote:i want android too. cause of my shield tablet. 

as for 2 people making a 2d game. its not impossible might take more time.  we can get someone to layout levels and design them using tilesets you make.
well, if we can find more help then its good.

also what type of game we are making is a factor. rpg probably would take the longest.
how about we see what we can do and start off with the shortest...heck if a puzzle/shooter game like Bangai-O is your thing that could be even faster...maybe XD

 https://www.youtube.com/watch?v=dSlQRd7C1to

__________________________________________________________________________________________






REVERBLAST






avatar
00f
(90%)-Lv4
(90%)-Lv4

Posts : 500
Join date : 2014-11-06
Currently : Japan

View user profile

Back to top Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Fri Jan 30, 2015 4:53 pm

a platformer shouldn't be hard either and i played bangai-O just never got into it.  i am researching procedural platformer generation as in the level is generated from code.

or we could do something similar to this but with mechs. full destructible terrain. levels can be prebuilt.



on other note:
i am crazy for code generated levels. its not impossible, i have some experience with it. though mostly in 3d but i understand how to do it in 2d.
avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by 00f on Sat Jan 31, 2015 7:11 am

InfinitasImpetum wrote:a platformer shouldn't be hard either and i played bangai-O just never got into it.  i am researching procedural platformer generation as in the level is generated from code.

or we could do something similar to this but with mechs. full destructible terrain. levels can be prebuilt.



on other note:
i am crazy for code generated levels. its not impossible, i have some experience with it. though mostly in 3d but i understand how to do it in 2d.
wow!wowowow, the hyyyype! can u make a platformer like the one in the vid? or heck just mod the same game idk, but this can definitely get popular!
we'ree gonna be rich! :D

seriously an all 3d game can kickass if well done,
let make it so that the levels are partially destructible and that you progress kinda like a mario (with mech) and find new parts to upgrade your mech, add boss battles and maybe an arena mode...  
xbox360 controller support for PC and android and BOOM!

hik will make the sounds and music, ill work on the 2d and you on the code, we can all work on game design/ideas to make it a reality ...and there you go, this'll revive winz easy, but that's not even the point, im just hyped to make a game winz or no winz.

__________________________________________________________________________________________






REVERBLAST






avatar
00f
(90%)-Lv4
(90%)-Lv4

Posts : 500
Join date : 2014-11-06
Currently : Japan

View user profile

Back to top Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Sat Jan 31, 2015 7:55 am

I can give users the ability to create levels too.

how much of the level can be destroyed depends on the user.

there will be no ingame editor. editor will be external. basically going to use Tiled for the editor and read the tmx file it outputs to create the level.
Tiled: http://www.mapeditor.org/  (level max size is 1000x1000)
avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by 00f on Sat Jan 31, 2015 10:58 am

let's start by TEH MOST IMPORTANT STEP!
here are the names i thought of for the game:

-winzex (sounds cool)
- revergator (sounds cool as well)
- fenex infinite (sound like a badass J-rpg shooter)
- Mobile suit Rundam (...)
- shadow of Gundam
- Grand Theif mecha
- gundam's creed
- Mecha ball Z Enoverse
- Super mecha bros
- Zone of the slash
-slash of the zone 
- Gundam mega vs
-G gundam ultimate mobile suit full burst
and the last one:
-Pixel blast...  
or
-Pixel Gundam


what do you think?

edit; even better; awakening of the winz00blazer 
 !! I\'m Hot!

ok seriously we could take the name of a J platform game i loved : Legen Cave, and create... Mecha Legend Cave.. 
http://www.caiman.us/scripts/fw/f2158.html
^this is the game

__________________________________________________________________________________________






REVERBLAST






avatar
00f
(90%)-Lv4
(90%)-Lv4

Posts : 500
Join date : 2014-11-06
Currently : Japan

View user profile

Back to top Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Sat Jan 31, 2015 11:20 am

i want the game to have no copyrighted material in it including the name. just in case we decide to commercialize this game in the future or a sequel to it. as for name that can come later. you don't have to pick it now. we can choose a code name as a temp name. i say we call it project Winz2D or project Winz00e2D for a temp name and then change it once a decent demo is getting close to release. if you prefer a name now, best have a vote.

i have some decent options for controls
control style 1 (closer to windomxp)
melee attack button
ranged attack button
special attack button
boost button
directional buttons or analog stick

control style 2(closer to bangai-O):
directional analog (left analog)
shoot analog stick (right analog)
melee attack button
boost button
special button

control style 3:
directional analog (left analog)
Attack analog (right analog)
switch button (switch from range to melee , melee or range for the attack analog)
boost button


style 3 might be a pain to play with.


names i suggest:
Winz2D (ugh, this probably a good name for a game engine)
Rage of the Mecha
Rage of the Machine
Ultimate Knight Winz00e 2D
Mechanical Rage


Last edited by InfinitasImpetum on Sat Jan 31, 2015 2:13 pm; edited 1 time in total
avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by 00f on Sat Jan 31, 2015 1:02 pm

you're right, but we need to know the name is gonna be uber important, it's marketing!

...i like Ultimate Knight Winz00e 2D ..super nostalgic...but too long XD, Ultimate Knight Winz  is more like it XD 

__________________________________________________________________________________________






REVERBLAST






avatar
00f
(90%)-Lv4
(90%)-Lv4

Posts : 500
Join date : 2014-11-06
Currently : Japan

View user profile

Back to top Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Sat Jan 31, 2015 2:15 pm

another thing is we can be using the forum to converse. its easier on a chat site or something. if we are going to use the forum a hidden dev part needs to be created to hide some of the game development and stuff. we can then select what to reveal and what to keep secret for development.

__________________________________________________________________________________________

avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by 00f on Sat Jan 31, 2015 3:39 pm

why do you want to keep things secret, if we can get help, build hype or just get susuggestion we might as well do so! we can send stuff publicly or just through PM but i don't see the use of a private board, i got nothing to hide lol.

make yourself confortable i guess, whatever it takes, if you need to go private so be it, im just sayin


btw, im going to japan for the first time this summer, i'll see if i can contact yoko shimomura so she can make us some badass musics... maybe she's too expensive for me though... meh, i'll tell her she has pretty eyes in japanese, that should do it.

__________________________________________________________________________________________






REVERBLAST






avatar
00f
(90%)-Lv4
(90%)-Lv4

Posts : 500
Join date : 2014-11-06
Currently : Japan

View user profile

Back to top Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Sat Jan 31, 2015 3:46 pm

still a new forum section would be good to have to place all dev stuff there.
also i might give the game its own custom physics system meaning easy port to custom engine later.

__________________________________________________________________________________________

avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by 00f on Sat Jan 31, 2015 3:51 pm

InfinitasImpetum wrote:still a new forum section would be good to have to place all dev stuff there.
also i might give the game its own custom physics system meaning easy port to custom engine later.
from what i get that means you're gonna have to take quite a while programing the game ey?  you might want to use basic/random gfx/sprites you find on google image to test out your engine first and i'll go and skin it properly afterward... and work in collaboration with you when you need it

idk, how are we going to proceed? 

and honestly be it the wassup section or a new one (winz isn't really active anyway) we might just as well talk openly

__________________________________________________________________________________________






REVERBLAST






avatar
00f
(90%)-Lv4
(90%)-Lv4

Posts : 500
Join date : 2014-11-06
Currently : Japan

View user profile

Back to top Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Sat Jan 31, 2015 4:08 pm

i might be able to get the physics done tomorrow but with no support for slopes.
avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by 00f on Sat Jan 31, 2015 4:16 pm

dude, if this project takes 2 years so be it, id rather have something to brag about and increase my doucherie level than a little demo of a halfassed worthless indie crap game to forget about

..don't finish the game in one day! i won't be good! even if you're a genius, no one can make a good game in one day!! XD

__________________________________________________________________________________________






REVERBLAST






avatar
00f
(90%)-Lv4
(90%)-Lv4

Posts : 500
Join date : 2014-11-06
Currently : Japan

View user profile

Back to top Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Sat Jan 31, 2015 4:18 pm

i take that back first i need to get tile placement figured out and loading from needed files. the basic coding for physics shouldn't take me more than a day. if i go all out.

i will see about using unity's native 2d physics.
avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by 00f on Sat Jan 31, 2015 5:33 pm

ok, you just let us know of the progress, keep making threads for now, and don't like...update me on all your coding thingy progress, i don't understand shit to be honest XD, so translate what your progress means in english so the non coders can understand

__________________________________________________________________________________________






REVERBLAST






avatar
00f
(90%)-Lv4
(90%)-Lv4

Posts : 500
Join date : 2014-11-06
Currently : Japan

View user profile

Back to top Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Sat Jan 31, 2015 7:24 pm

i will make sure to give you headaches with my coding lingo.  Nothing much...

currently studying connected-component labeling to detect individual islands created from tile structure for collision.
then going to use something i learned when studying 3d voxels to create edge paths. 

this thread is where i learned to app my approach my physics problem with using unity's box2d physics. going to leave this link here for reference later. 
http://forums.tigsource.com/index.php?topic=38641.0

destruction would have to recreate collision paths everytime the terrain changes and regenerate the terrain.
avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Sun Feb 01, 2015 8:28 am

ok, for the game name i can see ultimate knight winz to be a decent option. unless you prefer something different.

__________________________________________________________________________________________

avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by 00f on Sun Feb 01, 2015 10:26 am

UKWinz is a good code name for now, we can always change it especially when we havce a much better idea of how the game is going to turn out and look like
...heck i could see some names like: 
ultimate warrior 
make a night  (sounds like mecha knight)
winz ultimate

...let's stop searching for names it'll never end XD

__________________________________________________________________________________________






REVERBLAST






avatar
00f
(90%)-Lv4
(90%)-Lv4

Posts : 500
Join date : 2014-11-06
Currently : Japan

View user profile

Back to top Go down

Re: RIP Winz00e

Post by InfinitasImpetum on Sun Feb 01, 2015 10:48 am

UkWinz is what i called the project in unity cause i need it to be called something. XD

also we need to talk about sprite size. i think size for a sprite should go over 64x64. if you need more space for a gun or sword thats ok but i think the base of the mech shouldn't exceed 64 height or width. well we could go bigger. but i don't know your experience with sprite making.


here is a question: 
give users ability to create levels or not?

if not, i can get something going quick and fast.  
what we could do is leave it for a sequel when we figure things out or for later.


my idea is not to allow users to create levels and later for a sequel to give them the ability to create there own levels and to create there own mechs by switching parts.
avatar
InfinitasImpetum
(0%)-Lv8
(0%)-Lv8

Posts : 2160
Join date : 2012-05-30
Age : 27

View user profile

Back to top Go down

Re: RIP Winz00e

Post by ZeroGraphix on Mon Feb 02, 2015 8:50 am

I thought the site was down and now its up again~
Its like a rollercoaster D:
avatar
ZeroGraphix
(40%)-Lv1
(40%)-Lv1

Posts : 83
Join date : 2013-07-06
Age : 23

View user profile

Back to top Go down

Re: RIP Winz00e

Post by Sponsored content


Sponsored content


Back to top Go down

Page 4 of 5 Previous  1, 2, 3, 4, 5  Next

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum