Page 5 of 33 FirstFirst 12345678915 ... LastLast
Results 41 to 50 of 325

Thread: sora adventure 0.2 development

                  
   
  1. #41
    LUA Coder D0N's Avatar
    Join Date
    Jan 2006
    Posts
    863
    Rep Power
    78

    Default

    Hey gunntims0103 i just tested sora adventure 0.2. Nice improvement. BTW it works on 2.60 just to let you know. Is there only one level yet? (Just asking beacuse that's all i can play) Also i noticed on the first level that when i jumped up onto a balcony there was no background to show the balcony. The player was just walking in mid-air.

  2. #42
    DCEmu Legend gunntims0103's Avatar
    Join Date
    May 2006
    Location
    Brentwood, NY
    Age
    34
    Posts
    2,976
    Rep Power
    112

    Default newest screen

    heres the latest now i have all of sora's movements done so i can now move on to other things



    thanx for testing dawd and i do have to fix the mid-air problem my computer is way to slow right now and im having real problems with it at the moment so if i dont post as often you know why

    thanx for the help apokolpiz i just have to add the fireattacks that are missing then we can move on to the next problem combat and a.i

    i have to go help my father build a shed in the backyard so il be back later

    keep ya posted

  3. #43
    PSP User Apoklepz's Avatar
    Join Date
    Oct 2005
    Location
    Bottom of The Pit
    Posts
    1,542
    Rep Power
    80

    Default

    Yes, it's all only a caracter movement and collissions test so far but it's still not version 0.2. These little issues should be fixed by then.

    -Team: I'm gonna post a picture here soon about some background effects that I think would give the game a better look, so you guys can give me some feedback later, K?

  4. #44
    LUA Coder D0N's Avatar
    Join Date
    Jan 2006
    Posts
    863
    Rep Power
    78

    Default

    Quote Originally Posted by gunntims0103
    thanx for testing dawd and i do have to fix the mid-air problem my computer is way to slow right now and im having real problems with it at the moment so if i dont post as often you know why
    No problem. I love to test things out first. Hope you get the mid-air problem fixed soon.

  5. #45
    PSP User Apoklepz's Avatar
    Join Date
    Oct 2005
    Location
    Bottom of The Pit
    Posts
    1,542
    Rep Power
    80

    Default Midair FIX

    OK guys, just drop this file inside the games file so it replaces your current "Maps" file.

    No more "floating" or "High as a kite" Sora. Lol

  6. #46
    PS3 User Gizmo356's Avatar
    Join Date
    Feb 2006
    Age
    33
    Posts
    1,756
    Rep Power
    124

    Default

    thanx for the fix

  7. #47
    PSP User Apoklepz's Avatar
    Join Date
    Oct 2005
    Location
    Bottom of The Pit
    Posts
    1,542
    Rep Power
    80

    Default

    Hey no prob Giz.

    OK, here's what I was talking about before with the backgrounds...This is just an idea of a foreground for this particular level.
    Guys tell me what you think.

  8. #48
    DCEmu Legend gunntims0103's Avatar
    Join Date
    May 2006
    Location
    Brentwood, NY
    Age
    34
    Posts
    2,976
    Rep Power
    112

    Default

    OMG thats alsum iv havent had time to test the map yet myself but it looks great good job apokolipz exellent work well weve gotten much done apokolipz i want to hear what your idea for what we should do next

  9. #49
    PS3 User Gizmo356's Avatar
    Join Date
    Feb 2006
    Age
    33
    Posts
    1,756
    Rep Power
    124

    Thumbs up

    Quote Originally Posted by Apoklepz
    Hey no prob Giz.

    OK, here's what I was talking about before with the backgrounds...This is just an idea of a foreground for this particular level.
    Guys tell me what you think.
    great job it makes the game look a lot more real because when you pass in front of the colums the charecter gets covered by it

  10. #50
    PSP User Apoklepz's Avatar
    Join Date
    Oct 2005
    Location
    Bottom of The Pit
    Posts
    1,542
    Rep Power
    80

    Default

    Ok Gun...
    I have yet to implement this foreground to the level script itself, but I should have a complete level ready before the weekend comes.

    I was thinking, since I'll be busy polishing the level and what's left of Sora's movement sprites, we should be well on our way to incorporating a basic example of what an enemy will be like in the game.

    I already have the Shadow Heartless sprites ready at work (just finished today)...So I'll be putiing them up for test tommorrow...Meanwhile Gun, you need to do some searching for enemy example script commands in Lua....Try downloading Hakuto no Ken(Fist of the North Star) from the DC emu Lua games Page & look at the script....I'm looking at it myself right now, because it will also help me incorporate the foreground...So try that and report back when you can.

Page 5 of 33 FirstFirst 12345678915 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •