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Hapiel
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Quote Hapiel Replybullet Posted: 27 June 2013 at 9:36am
Here is the 'correct' version of the bridge

@Jim, how is the tree doing?


Edited by Hapiel - 27 June 2013 at 9:38am
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M.E.
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Quote M.E. Replybullet Posted: 27 June 2013 at 12:47pm
Thanks Hapiel, I've put it in the latest demo:
OPP Game

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M.E.
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Hapiel
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Quote Hapiel Replybullet Posted: 27 June 2013 at 1:03pm
Originally posted by M.E.

Thanks Hapiel, I've put it in the latest demo:
OPP Game

Best regards from
M.E.


Hmm, right now the character is being displayed behind both layers of the bridge! Also it comes out underneath the front layer, I should fix that.
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Quote guima1901 Replybullet Posted: 27 June 2013 at 2:49pm
someone should do a waterfall.. and a winter enviroment

here is an example

Edited by guima1901 - 27 June 2013 at 3:18pm
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Quote M.E. Replybullet Posted: 27 June 2013 at 8:58pm
Originally posted by Hapiel


Hmm, right now the character is being displayed behind both layers of the bridge! Also it comes out underneath the front layer, I should fix that.

The character being displayed behind both layers was my fault. Should be corrected now.
The front layer could use some grass for instance so that it covers up the feet of the character.

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Quote Hapiel Replybullet Posted: 28 June 2013 at 1:14am
I already fixed the front layer, check out the wiki :)
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M.E.
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Quote M.E. Replybullet Posted: 28 June 2013 at 1:01pm
Well, in the WIKI I still see the front layer without any grass. The middle layer has some grass so maybe we are talking about different tiles?!

Updated the game also with a save/load construction.

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Quote Damian Replybullet Posted: 29 June 2013 at 1:07pm
I edited the waterfall. This is more an idea than a finished product. I'll wait to see if you think it's worth pursuing, and if it is, I'd have to change the water tile too.


So I was going through referenced for waterfalls when I saw this:
http://s.cghub.com/files/Image/032001-033000/32718/499_stream.jpg and this:
http://images4.wikia.nocookie.net/__cb20090803042509/chrono/images/c/c6/DivineDragonFalls.png
Awesome!

Edited by Jim16 - 29 June 2013 at 1:13pm
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Quote KEtsumio Replybullet Posted: 02 July 2013 at 9:48am


Did an edit of skeddles leaf monster guy...
Really liked the idea. : )

Edit:
Did a base with A3um's girls head. Made an Archaeologist out of her. She could chill in town but you can also meet her in the jungle. Left a base for her if anyone wants to change her up/ make her better. lol

CC-BY-3.0 OK to use these...lol Not really all my stuff anyways

2 Edit:
Working on a Totem pole design thing...suppose to be zebra stripes. : / IDK I want it to spit fire out of its mouth though.

Edited by KEtsumio - 05 July 2013 at 9:29am
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Quote iaman Replybullet Posted: 05 July 2013 at 8:45am
Originally posted by Ellian

-Ribbit-(I shouldn't animate stuff when I'm low on time, this clearly lack luster; feel free to edit at will)a3um >> This rafflesia and chest are lovely. And the ground tiles look really clean, keep going!surt >> Insane. Love it, it's really game-like.



I'm not great at pixel art, but this is just a quick edit (treat it like a suggestion I guess?) but basically:

  • Copied 3rd frame to use as recoil for overall action
  • Added frame of tongue snapping back to add elasticity


Edited by iaman - 05 July 2013 at 8:45am
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Hapiel
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Quote Hapiel Replybullet Posted: 06 July 2013 at 1:53am
I love what you did here! The more I watch it the more I like it and the snapping back action is genious!

I made a tiny edit, changed the frame rate to 8 spf (which is the standard for OPP) and added a pause in the middle not to make the attack go to fast.
See it uploaded on the wiki :)
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Quote DragonDePlatino Replybullet Posted: 06 July 2013 at 7:30pm
Wow! There's some really great artists on this project! The organization and palette management so far has also been great, so this definitely looks like a project I might want to contribute to. But two suggestions...

First, you really might want to update the main post with the additional assets created so far. It would definitely impress those people who don't have the patience to look through forum pages, and it would make things a little bit more organized. You might also wanna put some WIP stuff there, like Skeddle's creatures. I might try finishing those at a later time! Secondly, why not take this to the Spriter's Resource forums? That would be a great place to recruit some artists and I think it's not against tSR policies to advertise something like this.
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Quote Hapiel Replybullet Posted: 06 July 2013 at 9:37pm
The front post was definitely in need of an update! I changed the todo list and linked to all the wiki pages related to the jungle set.

As for tSR, I don't know the place so well but I think that once we have a clear goal for the game some advertisement would not be out of place. This is of course done best by those who are already members there and know the community, do you happen to be there?
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Quote M.E. Replybullet Posted: 07 July 2013 at 10:58am
What a nice character over at the character-post and it walks also !!!

I could not resist putting it in place of the hero for the moment.
The jungle theme is the most complete so these tiles are dominant so far!

The status at the moment:
  • Save and Restore points
  • Navigation buttons through the restorepoints
  • Object Interaction : Ice on Fire
  • Resume a previous game


As always the work in progress / history can be found at:

OPP Game

Best regards from

M.E.

Edited by M.E. - 07 July 2013 at 11:00am
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Quote guima1901 Replybullet Posted: 09 July 2013 at 5:39am

Other edit i made

Edited by guima1901 - 09 July 2013 at 5:42am
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Damian
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Quote Damian Replybullet Posted: 09 July 2013 at 12:57pm
M.E., for some reason I can't seem to play the flash version on your website, it's a bit of a pain in the ass to have to use the android version everytime. anyone else having this problem?
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Hapiel
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Quote Hapiel Replybullet Posted: 09 July 2013 at 2:33pm
Flash version works for me. Also Jim, do we have hope of seeing the tree finished? :D
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M.E.
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Quote M.E. Replybullet Posted: 09 July 2013 at 8:38pm
Jim,

Thanks for testing and glad to see at least one type of deployments working for you.

You could try to download the swf file directly to your computer and open it from there. (right-click save target as ..) that would eliminate possible browser issues.

I could also supply a standalone Windows or Macintosh version if you would need it!

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Quote KEtsumio Replybullet Posted: 10 July 2013 at 9:40am


Still working on the totem pole design... do-dee-dum XD
Going for more of a rock look instead of the zebra stripes now. Any FB would be helpful.. : )

@Hapiel Saw your edit of the Arch Girl in characters, she looks awesome now. Glad she is getting some love! LOL
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Quote Hapiel Replybullet Posted: 10 July 2013 at 11:12am
The design of this totem is great, but the colors seem very very weird! Perhaps try to stick to 1px lines? And get rid of the shading for now?
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Quote M.E. Replybullet Posted: 13 July 2013 at 1:26pm
Hello All,

Last week and a half I worked on dynamic-tiles so that we can have different Tilesheets
for each level and/or let people use their assets completely seperately from the 'community-game'.

Again, everything is pre-alpha and hard to use for yourself (no level-editor at the moment)

So if you just want to watch the state of the process please visit the history pages :

OPP Game Pages

If you want to investigate and play around with the Loader you can use the following text as
a short instruction how to use the Loader with your own files.

I created a kind of Player/Loader for the tiles. No other characters and character definitions
at the moment, only tiles. And also for proof-of-concept, I only created the background and action
layers, but the others should be fairly easy to replicate but have to wait for other parts to
be completed.

For the time being I don't want to put resources on a server but I did want artists to have the
ability to upload their own work.

My current solution is to use Dropbox.

Each Dropbox-account has a Public folder and you can upload your own tilesheets to your own dropbox.

When you right-click on the uploaded file you get the option to copy the public URL.
This URL looks like this:
https://dl.dropboxusercontent.com/u/ __YOURNUMBER__ /scene1.txt

Keep this number because you will need it when you start the Loader.

You can download the files that I have put on Dropbox for your own reference and modifcation

https://dl.dropboxusercontent.com/u/107982821/action.png
https://dl.dropboxusercontent.com/u/107982821/background.png

Both 512x512 pixels and tiled on 32x32.

The loader only collides with tiles that are from the action.png file. The other tiles are transparent.
This means we have to devide the current tilesheets into multiple and put the grass and soil on
seperate layers.

The most important file that you have to put in the dropbox Public folder is the file called scene1.txt.
In this file you can use different secure paths to the images you want to use yourself.

The sample is:
https://dl.dropboxusercontent.com/u/107982821/scene1.txt

At the moment the filename: scene1.txt is hard-coded as well as the dropbox-base. The Loader accepts
the number as source folder, so it can be the one that you host!

In the scene1.txt you can change a lot yourself.

scenenr=
You can change the 1 into another number, but you have to alter all the other references to this
scene-number in the file. The purpose is that you could have multiple scenes in one file, but maybe
this will be changed in future file-formats.

1.background.url=
The 1. stands for the scenenr and refers to the scenenr name.
The URL used by myself is the dropbox folder.
Flash is strict in accepting only the site that it launched from so modification should be carefully made!

1.action.url=
The location of the PNG file for the collision tiles.

1.hero.name=
At the moment hero_1 works

1.hero.x=
Tile column where the player starts from
1.hero.y=
Tile row where the player starts

1.0.nrofitems=
The 1 applies to the scenenr, the 0 is the background layer.
We need to tell the loader how many tiles we have on this scene for it to load all of them.

Then follows (nrofitems-)times the following three lines:
1.0.<item-counter>.x=
1.0.<item-counter>.y=
1.0.<item-counter>.t=
X=row, Y=column, T=tilenr (0-based)

After the nrofitems-count the action layer information starts:

1.2.nrofitems=
<repeated>
1.2.<nr>.x=
1.2.<nr>.y=
1.2.<nr>.t=

The layers 1 and 3 will come later.


You can play with these things, but you could also wait for a level-editor


Best regards from
M.E.
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Quote M.E. Replybullet Posted: 21 July 2013 at 12:52pm
Hello All,

Well, I made some progress on the Editor [ Windows only! ]

Steps to use it:

* Download the Editor.zip from the OPP-Site :
OPP Game Page
* Create a Dropbox account (or use the one you already have)
* You should have a Public directory (propably c:\users\<yourname>\Dropbox\Public)
* Open the ZIP file and copy all the contents to the Public directory [ NO SUBDIRECTORY ]
* You should have c:\users\<yourname>\Dropbox\Public\Editor.exe
* Right Click on the scene2.txt file and select menu option : Copy public link
* Open Internet Explorer and paste the URL: Ctrl-V
* Write down your private number (after dl.dropboxusercontent.com/u/ _ THIS IS YOUR NUMBER /scene2.txt
* Open your dropbox folder (either using the right bottom icon or launch Explorer and go to your dropbox folder)
* Double Click the Editor.exe

This editor will ask your private number and a dot (.) with the scene filenumber.
In my case it is: 107982821.2
Where .2 points to the scene2.txt file. We can have more .<nr> files for different scenes/games,
but you have to name them manually yourself.

Press [ok]

What can you do?

Top left icon = Save
It will save the scene<nr> file to different time-stamps so you can copy previous work when you need to.

Below it = Load <- this will give you the main-screen again where you can select another level if needed

Then you have L+ = Layer plus
and
L- which is the previous layer

The arrow keys will move you 8 tiles in the direction it points to.

There are 5 image files you can edit which are 512x512 pixels (last tile = erase/undo)

background2.png = no collision
action2.png     = 32x32 collision
front2.png      = no collision
ground2.png    = bottom collision
backgroundimage.png : this isn't a tiled image but is used as an image.


Again, the editor is also very much alpha and you can expect things to fail.
Tip: save a lot and quit the editor once in a while.

What I find really nice is that you can share the levels when you post
your personal number with the scene number so that everybody can use the same loader to play
your level.

Edit: Added a ground collision tilesheet and collision detection. There are version 2 files of the PNG files!

Best regards from
M.E.




Edited by M.E. - 23 July 2013 at 5:47am
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Quote guima1901 Replybullet Posted: 05 August 2013 at 12:16pm
made something i dont know the name in english

hope it suits better the style of the cave and can be used on jungle as well
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Quote Damian Replybullet Posted: 05 August 2013 at 1:29pm
It's called a ladder ;) I don't really like the perspective of this ladder and the green one. It's probably would be best front on, like in a lot of platformers.

Edited by Jim16 - 05 August 2013 at 1:29pm
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Quote DDR Replybullet Posted: 07 August 2013 at 10:46am
I am confused. Why is the ladder so much longer on one foot than the other?  It looks very escher-ish.

I edited it to show how I think it should look, to me.
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Quote programgamer Replybullet Posted: 07 August 2013 at 11:32am
One side is not longer than the other in the first image, the perspective is just off a tiny bit.
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Quote DDR Replybullet Posted: 07 August 2013 at 1:26pm
The bottom right foot is 240% longer than the bottom left foot. 20% would be, in my books, the maximum length you could call 'a tiny bit off'.
One foot is way longer than the other in the first image.

I will grant you, each side is technically the same length.
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Quote programgamer Replybullet Posted: 08 August 2013 at 5:14am
Kids, this is why you go to school, so you dont look like me being a fool not understanding the wording of other people.
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Quote Cheetah Replybullet Posted: 25 August 2013 at 6:39pm

Online Demo

Controls:
Jump = Spacebar
Charge Jump = Shift
Advance = Spacebar/Return

Here is the current demo of the Endless Runner a teammate and I are working on slowly. Note that the charge jump controls are experimental and not fully implemented. We just wanted to post something playable regardless of polish. It is using all art from the OPP. We are hoping to add obstacles and trees in next.

All feedback is welcomed, though this is very early.

Edited by Cheetah - 25 August 2013 at 6:41pm
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Quote DDR Replybullet Posted: 25 August 2013 at 9:36pm
Nice, Cheetah! The whole thing's procedurally generated?

I am curious, too, who is the "we" in your post
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Quote Cheetah Replybullet Posted: 25 August 2013 at 9:43pm
Definitely not at the procedural generated point yet, that is actually just two screens worth of platforms in random order. Having those platforms procedurally generated is the goal though. I'm working with a programmer, we are just hobbiests seeing if we can get something done and out there on mobile.
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Quote DDR Replybullet Posted: 25 August 2013 at 11:50pm
Cool. :) Good luck!
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Quote Noburo Replybullet Posted: 26 October 2013 at 7:50pm


Edit of Skeddles' wasp. Finished for tonight, but I'll be touching it up and adding doing some animations.
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Quote Damian Replybullet Posted: 27 October 2013 at 7:09am
That yellow really bugs me:D It's a bit to high contrast. I wouldn't animate it yet, if only because I think it has a few design flaws; neck to long, arse area to big proportionally, and maybe a few to many colours being used. I'm not certain of the last point, I'll make an edit and post later and we'll see if I'm right.

Edit:
Here's an edit I hope is in the right direction. Like I said earlier, I didn't like the yellow. However, during this edit I tried using the orange instead, which came out really dark. So in the end I did a quick pallet swap and reintroduced the yellow, and I think it kinda works, although stands out a lot compared to the other characters/creatures.


Edited by Damian - 27 October 2013 at 3:52pm
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Quote Noburo Replybullet Posted: 27 October 2013 at 7:20pm
Definitely looks better. The colors I used were a bit too strong. I may to some small tweaks to your edit and have a go at animating it later this week.
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Quote Noburo Replybullet Posted: 16 November 2013 at 4:39pm
I made a few tweaks to the design to add some color and texture outside of just the bright yellow. I plan on cleaning things up a bit more with the wing animation still.

I suppose this could potentially work as both an idle and a "walk" animation.


Edited by Noburo - 16 November 2013 at 4:41pm
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Quote Damian Replybullet Posted: 17 November 2013 at 12:04pm
That animation is great! The changes you made are really cool, I love the black texture at the back. The only part that bothers me is the shoulder/back area, it doesn't look bad or anything, but its not right either (Maybe I'm being too critical?). It is such a small area to edit so I don't think it would have an impact on the animation. Maybe add a bit of that black texture?

Edited by Damian - 17 November 2013 at 12:12pm
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Quote KEtsumio Replybullet Posted: 25 November 2013 at 5:16am
I will just take an art dump right here if you guys do not mind...haha Did another edit on the arch girl. Trying to make her fit in with the new style. Gave her body a lift, little more boobage and a face lift as well. haha. Does she seem to fit in or should I do more edits on her?? Plan on doing a walking cycle without the backpack on, make her swinging her arms. Look very ditzy which could be funny. Also I did an idle for her...she bounces in place. Should I make her pony tail bob up and down? Still thinking on making the boobs bounce as well...haha





Did edits on the leaf monster guy. Does he fit in with the new style now?? I want to really make sure before I start making attack/idle/ walking ani's for him. I was thinking of making two attacks, a long range and close range. His arm would grow that moss whip and attack with it. And punching would be a close range attack. Good idea, Bad idea?



Also did and edit on A tree...got rid of the grays. I tried to reduce the colors in the tree....Should I proceed with cleaning it up and making tiles of it?? Might make a bigger one with a hut sitting in it. Like on Surt's sketchy drawing. : )

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Quote Noburo Replybullet Posted: 26 November 2013 at 10:57am
The archaeologist is looking good, but the animation seems to be moving a bit too much for an idle state, especially the map.

I like the way that the leaf monster is looking, but it looks like it could still use some cleanup before animating. I may make an edit later this evening.

In regards to the tree, I actually kind of like the use of the gray as a shadow, which gives the tree more depth.
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Quote Hapiel Replybullet Posted: 03 December 2013 at 5:19pm
I am very glad to see people still work on this! I really am sorry I am not able to devote any time to this project now or in the near future, but as long as the artwork keeps kicking ass like this it survives!!
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Quote Noburo Replybullet Posted: 05 December 2013 at 10:22am


Went a bit further with the edit than I intended. Oh well.

Edit: tweaked a few more features

Edited by Noburo - 06 December 2013 at 4:13pm
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Quote Shadowfox Replybullet Posted: 10 December 2013 at 3:41am
Originally posted by Cheetah


Online Demo

Controls:
Jump = Spacebar
Charge Jump = Shift
Advance = Spacebar/Return

Here is the current demo of the Endless Runner a teammate and I are working on slowly. Note that the charge jump controls are experimental and not fully implemented. We just wanted to post something playable regardless of polish. It is using all art from the OPP. We are hoping to add obstacles and trees in next.

All feedback is welcomed, though this is very early.
was able to play on my iPad o.o love it
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Quote Cheetah Replybullet Posted: 14 December 2013 at 9:54pm
Thanks for the feedback on different hardware and I'm glad you liked it! We have been thinking about doing some procedural drawing stuff, particularly with having different vertical environments. Such has having the main islands, and then having various shaped and sized trees that you could jump on. Figuring out a clean way to procedurally draw platform trees with some variety is rather daunting.
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