So how is it going ?

Discussion about Legend of Krystal. For now this also includes any feature-requests or other ideas.

So how is it going ?

Postby OwnerOfSuccuby » Sun Aug 08, 2010 4:30 pm

I am sorry for questions like that but i am intrested to know - how is it going ?

How about Fox Moution ? I am know working on multiply character moving algoritm (Run/Go/Jump/...) - so can be little helpful - if thith part of game is not done yet.

Sorry for my very bad english =( :mrgreen:
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Re: So how is it going ?

Postby nemesis_infernal » Mon Aug 09, 2010 2:32 pm

Methinks there is another thread for this. :D
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Re: So how is it going ?

Postby Surskit » Wed Aug 11, 2010 11:55 pm

Lol, yeah.

I made a thread with the same name. They're still deep into it. I haven't been on for the last 2 weeks since we changed internet access but things nevertheless seem to be progressing as normal. I don't know if a mod is on right now but if someone wants to close or merge this with my older thread than by all means. Thread is here
Also...

How's this game going to be released? I know it's going to be flash and all but after spending the last couple of months lurking, it seems like the project is already massive. What's the estimated filesize of the thing? Or rather, what do you guys plan on capping out on?
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Re: So how is it going ?

Postby Renara » Thu Aug 12, 2010 12:31 pm

Surskit Wrote:How's this game going to be released? I know it's going to be flash and all but after spending the last couple of months lurking, it seems like the project is already massive. What's the estimated filesize of the thing? Or rather, what do you guys plan on capping out on?

It's very hard to estimate; game-engine shouldn't weigh in at much, and all scripts are compressed anyway which cuts their size down to a few hundred kilobytes. Character models are a lot more detailed, but also a lot cleaner due to the more methodical way Kal's been creating them, so you essentially get more for the amount of processing/space required.

Hard to say what size the game'll be, bigger than the current version certainly, even just for v0.3. The main factor is sound and music actually, as those take up a lot of space even compressed, same for images, though I doubt we'll have any unless there's a certain effect we want that renders poorly in real time. If it gets too big we'll likely offer a full version (download the whole game as one file) and an online version that downloads what it needs as it's needed so someone isn't downloading the full game just to play the first few areas. Vector Graphics can actually be a lot smaller than you'd expect, which is sort of the point of them as a trade-off for space against higher render complexity, the finished game will have an awful lot of vector graphics, animations and so-on.

Long answer for "I dunno" I suppose :D
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Re: So how is it going ?

Postby Eggplants » Fri Aug 13, 2010 12:54 pm

haha that's quit a description for idk :lol:

suppose it's better than idk alone though ey?
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Re: So how is it going ?

Postby OwnerOfSuccuby » Fri Aug 13, 2010 8:37 pm

If the character will need only go up/right / run left / run right - i think it can be used algoritm from Dendy games - some thing like this:
http://gigapeta.com/dl/947443a6f67ef

Code: Select All Code

//Constants
const constTimer1Delay=1; // Timer that move our player
const constRunSpeed=1;
const myKeyKodeLeft=37;   // what key to go left
const myKeyKodeRight=39; // what key to go right

//How sensetive is fast runing
const constRun=50;
//End Constants

//Vars
var sMovierConst="Run"; // For understand type of movmenter
var MoveLeftRightVar=0;

//For run
var runLeft:Boolean=false;
var runRight:Boolean=false;
//For fast run when button double click
var runFastLeft:Boolean=false;
var runFastRight:Boolean=false;
var iFastRun:int=0;
var iLastDirection:int=0; // Where it goes befor button up for correct movment left / right

//EndVars

stage.addEventListener(KeyboardEvent.KEY_DOWN,myPlayerMovier);
stage.addEventListener(KeyboardEvent.KEY_UP,myPlayerUnMovier);
var Timer1:Timer = new Timer(constTimer1Delay);
Timer1.addEventListener(TimerEvent.TIMER,onTimer1);
Timer1.start();

function onTimer1(evt:TimerEvent):void{
  MyPlayerMovment();
}

//Their are restriction and story how to move our player
function MyPlayerMovment():void{
  if (sMovierConst=="Run"){
    Player1.x=Player1.x+MoveLeftRightVar*constRunSpeed;
   if ((runLeft==false)&&(runRight==false)&&(runFastLeft==false)&&(runFastRight==false)){
     iFastRun=iFastRun-1;
     MoveLeftRightVar=0;
   }
  }
 
}

function myPlayerUnMovier(e:KeyboardEvent):void{

  if (sMovierConst=="Run"){
   switch (e.keyCode) {
    case myKeyKodeLeft :
        runLeft=false;
      runFastLeft=false;
      break;
    case myKeyKodeRight :
       runRight=false;
        runFastRight=false;
      break;
    default :
        trace("some other month");
    }
     
  if ((runLeft==false)&&(runRight==false)&&(runFastLeft==false)&&(runFastRight==false)){
    MoveLeftRightVar=0;
  }

  if (iLastDirection<0) {
   Player1.gotoAndStop("LeftStop"); 
  }
  else if (iLastDirection>=0) {
   Player1.gotoAndStop("RightStop");    
  }
 
  if ((runLeft==true)&&(runRight==false)&&(runFastLeft==false)&&(runFastRight==false)){
   MoveLeftRightVar=-1; 
   Player1.gotoAndStop("RunLeft");
  }
 
  if ((runLeft==false)&&(runRight==true)&&(runFastLeft==false)&&(runFastRight==false)){
   MoveLeftRightVar=1;   
   Player1.gotoAndStop("RunRight");
  }
  if ((runLeft==false)&&(runRight==false)&&(runFastLeft==true)&&(runFastRight==false)){
   MoveLeftRightVar=-2; 
   Player1.gotoAndStop("FastRunLeft");
  }
 
  if ((runLeft==false)&&(runRight==false)&&(runFastLeft==false)&&(runFastRight==true)){
   MoveLeftRightVar=2;   
   Player1.gotoAndStop("FastRunRight");
  }
 }
}

function myPlayerMovier(e:KeyboardEvent):void{

  if (sMovierConst=="Run"){
   switch (e.keyCode) {
    case myKeyKodeLeft :
     if (iFastRun<1){
        Player1.gotoAndStop("RunLeft");
      MoveLeftRightVar=-1;
      runLeft=true;
        iLastDirection=-1;
      
     }
     else if ((iFastRun>0) && (runLeft!=true) &&(runRight!=true)) {
      if (iLastDirection<1){
          Player1.gotoAndStop("FastRunLeft");
        MoveLeftRightVar=-2;
        runFastLeft=true;      
        runLeft=false;
              iLastDirection=-1;
      }
      else {
          Player1.gotoAndStop("RunLeft");
        MoveLeftRightVar=-1;
        runFastLeft=false;      
        runLeft=true;         
              iLastDirection=-1;
      }
     }
     else if ((runRight==true) && (iFastRun>0)){
        Player1.gotoAndStop("RunLeft");
        MoveLeftRightVar=-1;
        runFastLeft=false;      
        runLeft=true;
              iLastDirection=1;
      
     }
     iFastRun=constRun;
     break;
    
    case myKeyKodeRight :
     if (iFastRun<1){
        Player1.gotoAndStop("RunRight");
      MoveLeftRightVar=1;
      runRight=true;
        iLastDirection=1;

     }
      else if ((iFastRun>0) && (runRight!=true) && (runLeft!=true)) {
      if (iLastDirection>-1){
          Player1.gotoAndStop("FastRunRight");
        MoveLeftRightVar=2;
        runFastRight=true;      
        runRight=false;
             iLastDirection=1;
      }
      else {
        Player1.gotoAndStop("RunRight");
        MoveLeftRightVar=1;
        runFastRight=false;      
        runRight=true;
             iLastDirection=1;
      }
     }
    else if ((runLeft==true) && (iFastRun>0)){
      Player1.gotoAndStop("RunRight");
      MoveLeftRightVar=1;
      runFastRight=true;      
      runRight=false;
             iLastDirection=-1;
     }

     iFastRun=constRun;
      break;

    default :
        trace("some other month");
    }
   
   //To direct when right right left and than right / or left left right left
  if ((runRight==true)&&(runFastLeft==true)){
    runFastLeft=false;
   runLeft=true;
  }
  if ((runLeft==true)&&(runFastRight==true)){
    runFastRight=false;
   runRight=true;
  }
}

}

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