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Hot/Cold Shoot Em Up

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Post by smirkytrick Thu Feb 19, 2015 11:36 pm

I am currently messing around with the sharpness tool in photoshop to see if we can rid the pixels.
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Post by -Mazer Fri Feb 20, 2015 4:32 am

Alright. You used that photoshop style thingy didn't you? How's illustrator treating it? I think that program lets you scale items much better right?
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Post by smirkytrick Fri Feb 20, 2015 4:44 pm

-Mazer wrote:Alright. You used that photoshop style thingy didn't you? How's illustrator treating it? I think that program lets you scale items much better right?
Can't say for sure, Illustrator is at school. In my free time I'm gonna have to get my ships over there and experiment.
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Post by smirkytrick Sat Feb 21, 2015 1:59 am

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Post by smirkytrick Sat Feb 21, 2015 3:35 pm

Hey mazer, Do you think saving it as a png made it pixelated?

*edit
Scratch that, I thinks it's actually Clickteam that's making it look like that. We may have to bite the bullet with the pixelations or see if we can find an option to make it clearer somehow.
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Post by smirkytrick Wed Mar 11, 2015 10:54 pm

Okay, there's a Clickteam expert I that I met on youtube. I gave him the link to our rough concept game. He's gonna see if there's anything that we can do about the pixelation.
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Post by smirkytrick Wed Mar 11, 2015 11:18 pm

okay here's his diagnosis:
Oh I see what you mean. yaaaaaaaaaap import PNG frames instead = the new physics objects rotate on their on -- or you can right click on one direction and select create rotated direction.

ya don't have to bring in graphics as sprites, simple import numbered PNG images Very Happy
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Post by -Mazer Thu Mar 12, 2015 4:49 pm

So the problem was we needed to have them as png frames?
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Post by smirkytrick Thu Mar 12, 2015 5:01 pm

something like that. or he also said that there was an easier way to do it. In the properties tools he said if we change the movement to physics 8 direction and click on the option for smooth rotation, it should come out in better quality, but it changes the control, gonna have to do more research but we're on to something.
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Post by -Mazer Thu Mar 12, 2015 6:15 pm

what's the difference witht he physics 8 direction? Isn't that the one where the ship would have a speed/momentuem to it?
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Post by -Mazer Thu Mar 12, 2015 6:29 pm

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Post by smirkytrick Thu Mar 12, 2015 6:30 pm

I think so, that and it doesn't pixelate when it turns.
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Post by -Mazer Thu Mar 12, 2015 6:45 pm


I should have explained this; it's a skeleton program to give your sprites movements and animations much easier than by hand.
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Post by smirkytrick Thu Mar 12, 2015 7:03 pm

-Mazer wrote:

I should have explained this; it's a skeleton program to give your sprites movements and animations much easier than by hand.
Wow! that looks awesome. It can be implemented in Clickteam right?
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Post by -Mazer Thu Mar 12, 2015 7:42 pm

smirkytrick wrote:
-Mazer wrote:

I should have explained this; it's a skeleton program to give your sprites movements and animations much easier than by hand.
Wow! that looks awesome. It can be implemented in Clickteam right?

if I understand this properly...we add the skeletons and then we add the keyframes and animation. Once done, we should be able to export it as a sprite sheet from which we can just import the png spritesheet straight into clickteam.
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Post by Justin Thu Mar 12, 2015 10:00 pm

-Mazer wrote:

I should have explained this; it's a skeleton program to give your sprites movements and animations much easier than by hand.
That's... cool.
Damn, I want it.
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Post by -Mazer Thu Mar 12, 2015 10:11 pm

I am tempted to get it myself.
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Post by smirkytrick Sun Mar 15, 2015 10:31 pm

-Mazer wrote:
smirkytrick wrote:
-Mazer wrote:

I should have explained this; it's a skeleton program to give your sprites movements and animations much easier than by hand.
Wow! that looks awesome. It can be implemented in Clickteam right?

if I understand this properly...we add the skeletons and then we add the keyframes and animation. Once done, we should be able to export it as a sprite sheet from which we can just import the png spritesheet straight into clickteam.
that sounds convenient.
In other good news I fixed the pixelation issue. Very Happy
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Post by -Mazer Mon Mar 16, 2015 3:27 am

Huzzah!! What's our next step?
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Post by smirkytrick Tue Mar 17, 2015 1:35 pm

Our next step is to keep doing concept for our enemies, and probably work on the intro cinematic. Also, I'm going to work on the collision detection for the ships, for some reason the collision was removed and now I can't reapply the bounce effect.
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Post by -Mazer Thu Mar 19, 2015 11:31 pm

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Post by smirkytrick Thu Mar 19, 2015 11:35 pm

More like, it's just not working. I'm sure I'll have to input some code input or something to get it working again.
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Post by -Mazer Sat Mar 21, 2015 10:19 pm

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Post by smirkytrick Mon Mar 30, 2015 11:13 pm

Okay, to be honest, I haven't worked on our game in a while but that's because I'm busy with college and my job. Whenever I get the chance, I will work on the game, but for now. I think we might be in a hiatus.
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