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Thread: Sburb (Formerly Jterniabound)

  1. #101

    Re: Jterniabound

    found a (small) bug.
    If you are walking and hit space to open a dialog box, the character will continue to slide in whatever direction they were going.
    so if for example, you use the teleporter (lets say as karkat) to the stairs room, then walk a few steps to the right, then walk left and press space as you pass over the teleporter, the box opens and karkat keeps moving, until you hit the wall or say teleport (at which point karkat will teleport from where he is, not from the teleporter)

  2. #102
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    Re: Jterniabound

    Ah, shit. Introduced that when I changed the way motion works, I guess. Good catch.

    Edit: fixed.
    Last edited by Mme Sparklecakes XVII; 06-02-2012 at 12:03 AM.

  3. #103
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    Re: Jterniabound

    I start work at Adobe tomorrow, so progress should noticeably slow down.

    However the walkabout engine is pretty solid and stable, so other than random additions to commands/SBURBML I'd say it's pretty much done. The strife engine, however, has a long way to go. Not nearly as much as the walkabout engine did though, because it's really just an addition to the core.

    Sprite harvesting and wiki-maintenance are also a concern, but less so. I'm considering doing a video to walk through deploying a build and making a level, too. That might pop up some time, but I'd rather have more assets before then. I've got a pretty good work-flow for converting gifs to sprite sheets now, which is good. However collecting up all those gifs (which are just randomly posted over the course of entire threads), will be a pain.

    If anyone would want the video to discuss certain aspects of deployment I'd be glad to try to oblige.

  4. #104
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    Re: Jterniabound

    Do you need/want help in terms of resource-harvesting?

    Presumably you know of the existance of things like the sprite resources (especially this area) as well, right?

  5. #105
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    Re: Jterniabound

    I had no idea! If some of those were broken down into standards my system could parse, that'd be great (particularly if transparencies were repaired)!

    Although looking at some of these backgrounds, some of the "depthed" objects have been merged into the BG, making them less usable. I'm not sure of how much of this stuff can really be used, but hopefully some of it's usable.

  6. #106
    Perpetually Indecisive Sandvich King's Avatar
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    Re: Jterniabound

    I was pointed here by Ash's announcement in the Image Manip Thread.

    I think I'm pretty experienced with taking screenshots and rips, then making them usable.
    (I'm also experimenting with making my own Alterniabound walkaround style engine as a Java Applet, but not for the same reason you are).

    What in particular to you need to have made into a workable sprite sheet?


  7. #107
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    Re: Jterniabound

    How enlarged to talksprites have to be? 2x?

    http://www.majhost.com/gallery/Artif...ka8ullshit.png

    i tried vriska flipping her hair. does it work.
    Last edited by OrangeAipom; 06-04-2012 at 01:53 PM.

  8. #108
    Ambassador to Angry Brits bloodyEmissary's Avatar
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    Re: Jterniabound

    Found a bunch of strife sprites like the Dave one over on majhost.

    We could probably turn them into sprite sheets really easily.
    ANDREW why are Dave's shoes colored differently on pg. 6231 and pg. 6247?

  9. #109
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    Re: Jterniabound

    Quote Originally Posted by Sandvich King View Post
    I was pointed here by Ash's announcement in the Image Manip Thread.

    I think I'm pretty experienced with taking screenshots and rips, then making them usable.
    (I'm also experimenting with making my own Alterniabound walkaround style engine as a Java Applet, but not for the same reason you are).

    What in particular to you need to have made into a workable sprite sheet?
    I have discussed this is relative detail here: https://github.com/Gankro/Jterniabound/wiki/Animation

    If there's anything that's unclear or vague, I'd be happy to update the wiki for you.

    Quote Originally Posted by OrangeAipom View Post
    How enlarged to talksprites have to be? 2x?

    http://www.majhost.com/gallery/Artif...ka8ullshit.png

    i tried vriska flipping her hair. does it work.
    It looks good from here. It's cut off vertically, which I think the original wasn't, but I imagine that's where the top of the screen was, eh? It's also at 100% scale, where it should be at 200%.

    Pre-post-edit: Whoops! Looks like I messed up the code that animates dialogSprites! Thanks for forcing me to actually test this! Fixed.

    You can see your dialogSprite in action if you head to the test page and paste this: http://pastebin.com/uvR1p7sR in the text box at the bottom and hit "load state". Once it loads, just talk to terezi!

    Quote Originally Posted by bloodyEmissary View Post
    Found a bunch of strife sprites like the Dave one over on majhost.

    We could probably turn them into sprite sheets really easily.
    Yeah that looks supremely usable. I've already got all the Dave ones though, so no worries about those.

  10. #110
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    Re: Jterniabound

    whoops. okay, it should be the right size now: http://www.majhost.com/gallery/Artif...ka8ullshit.png

    By the way, in the original, vriska's hair flip looped. otherwise, the code works as expected. it's so cool.

  11. #111
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    Re: Jterniabound

    Did it? I thought it didn't. I'll take your word for it.

    EDIT: Alright asset swapped.

    Here's it looping, it's kinda epileptic, for lack of a better term. http://pastebin.com/24mHZeGV

    To change the it back to play once, change this line:

    <Animation sheet='VriskaSwoopSheet' name='vriska_swoop' x='-200' y='-450' length='5' frameInterval='2' />

    by adding "loopNum='0'" to the attributes.
    Last edited by Mme Sparklecakes XVII; 06-04-2012 at 11:01 PM.

  12. #112
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    Re: Jterniabound

    http://mspaintadventures.com/?s=6&p=004692

    well it loops this way if you play as karkat and talk to vriska. i'm not exactly sure how the timing works. the last frame of the animation should probably last longer than the other frames.
    Last edited by OrangeAipom; 06-05-2012 at 10:00 AM.

  13. #113
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    Re: Jterniabound

    I'm 95% sure that the only reason it looped was due to design limitations. Personally, I think it looks better playing just once, and I'm not particularly inclined to complicate the animation class just to codify what was likely a bug as a "feature".

  14. #114
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    Re: Jterniabound

    oh, okay. i didn't understand that myself.

  15. #115
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    Re: Jterniabound

    I understand the animation format, but I meant which assets to start with. Is there a list of stuff that needs to be ripped somewhere?

    Or should I just start formatting miscellaneous animated things from the flashes and posting them?


  16. #116
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    Re: Jterniabound

    Anything you would want to, or you think others would want to, have access to. I suppose obvious candidates are dialog sprites, and bgs and items are cool too.

  17. #117
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    Re: Jterniabound

    When I select the "play movie" option, the Flash movie seems to be left-aligned, while the game remains center-aligned.

    In the Strife test (and in the original flashes it's based on), moving diagonally is significantly faster than moving orthogonally. I know it's consistent with how these sort of games often work, but it still feels pretty silly.

    Second nitpick for the strife test: when moving at full speed in one direction, briefly moving in a perpendicular direction will result in the player sliding in that direction for a full second or so. Not quite a bug, but it still feels pretty unrealistic, as though the player's sliding around on ice.

  18. #118
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    Re: Jterniabound

    Quote Originally Posted by Frost View Post
    When I select the "play movie" option, the Flash movie seems to be left-aligned, while the game remains center-aligned.
    I'm not sure which is technically more correct. I guess centred is more aesthetically appealing. Only centred horizontally, or vertically, or both, though? Ideally any production SWF will have the same dimensions of the canvas, though, rendering it moot. Wait I might be misinterpreting this. Are you saying that the top-left corner of the SWF does not match the top-left corner of the canvas?

    Quote Originally Posted by Frost
    In the Strife test (and in the original flashes it's based on), moving diagonally is significantly faster than moving orthogonally. I know it's consistent with how these sort of games often work, but it still feels pretty silly.
    I can think of a fairly trivial fix for this, so I'll consider it. However you did remind me that the vertical velocity should be dampened a bit to re-enforce the illusion of depth.

    Quote Originally Posted by Frost
    Second nitpick for the strife test: when moving at full speed in one direction, briefly moving in a perpendicular direction will result in the player sliding in that direction for a full second or so. Not quite a bug, but it still feels pretty unrealistic, as though the player's sliding around on ice.
    I'll up the friction and acceleration so there's more snap.

  19. #119
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    Re: Jterniabound

    Are you saying that the top-left corner of the SWF does not match the top-left corner of the canvas?
    Yup. It snaps to the left of the browser window in Firefox 12 on Linux, while the game canvas is horizontally centred.

  20. #120
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    Re: Jterniabound

    Huh. Happens in chrome too. Definitely wasn't always like that. Guess I fucked something up during some modifications. Frickin' CSS, why don't you make any god damn sense?

  21. #121
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    Re: Jterniabound

    Quote Originally Posted by Frost View Post
    Yup. It snaps to the left of the browser window in Firefox 12 on Linux, while the game canvas is horizontally centred.
    This has been fixed, I believe.

    Also, I went through the whole code base and did a massive refactor. Not only does inheritance properly use prototype, but everything is wrapped in closures so that only one global "Sburb" object gets added to the namespace.

    It's also much easier to deploy a build in an arbitrary page.

    In light of the massive amount of changes I've made I'd appreciate some aggressive testing from anyone who's willing. I'm certainly still finding problems. I'd also be interested in hearing how people are finding performance. Does it seem slow, choppy, jumpy?

  22. #122
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    Re: Jterniabound

    On the strife test, attacking diagonally works in all directions except for UP + LEFT.

    When I tested other inputs along with it. For example: UP + LEFT + DOWN, it still does not work. So, it seems like only if UP + LEFT is held down, then you are unable to attack.

    Also, if you hold down ATTACK while moving, you are unable to move UP + LEFT.

    WASD works just fine, so it's probably not a problem with the movement functions, but a problem with only the arrow keys.

  23. #123
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    Re: Jterniabound

    Wow that is a fascinatingly specific issue.

    This is a problem we've dealt with before. All keyboards have weird limitations on certain simultaneous key combinations. I think space and arrow keys are particularly special. I highly recommend using WASD regardless.

    As a concession I've made it so CTRL and ENTER also attack. They seem to work fine with arrows. I'll probably drop support for space in the future.

  24. #124
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    Re: Jterniabound

    If you run against a wall while on stairs, it makes you move up or down, depending on the wall that you're running against.

    EDIT:


    While in wander mode, the movement cancelling is strange. If you are walking right, then press left while holding right, you move to the left. However, if you are walking left, then press right while holding left, then you continue moving left.

    If you are moving up or down, the movement cannot be cancelled by left or right movement.
    Last edited by Arsenicum; 07-02-2012 at 05:48 PM.

  25. #125
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    Re: Jterniabound

    The chest doesn't open properly. I mean, it animates opening, but the dialog doesn't pop up and the select dialog doesn't disappear or change, meaning you can open over and over again.

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