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#1 2011-05-06 22:42:03

KZR
Member
Registered: 2010-07-14
Posts: 1,447
Website

[Subproject] Sunshine Paradise

Those who use the wiki frequently may have noticed the addition of a new meeting log. Decisions were made on how and what to do, regarding the first level, Sunshine Paradise.

The current team is mostly freeform and there are no bosses, we're all average baddies tongue what i mean is there are no lead this or that. Everyone contributes with what they know best, and Alex supervises. I think this is clear and simple.

The current team is composed of:

KZR
lunarrush
Silverstepp
Race_the_Hedgehog

Joining the team:

Joining the team should be faced as some kind of commitment. As if you are willing to give some of your free time into it. And in case you just tuned in, we are not getting paid. We just want to see it finished and ready to be played worldwide.

If you feel like joining is not compatible with you, you can also contribute. a little help can make a big difference smile

Here's all the info on the subject:

Meeting Log
http://opensnc.sourceforge.net/wiki/ind … 2011-05-04
Sunshine Paradise Design Document:
http://opensnc.sourceforge.net/wiki/ind … e_Paradise

I hope i translated well the thoughts of the team. in case i didn't get it , let us know from you.

This topic from here on, is where we should discuss the level, in case we fail to meet on messenger.

Good work, everyone smile


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#2 2011-05-07 00:18:41

Sugarmaster
Member
From: Barcelona, Spain
Registered: 2011-04-26
Posts: 132
Website

Re: [Subproject] Sunshine Paradise

I have read the two documents and I can say a pair of things:

1. Specify a little please wink

"lighter" enemies for the first levels, "darker" for the later ones"

What does that exactly means? The enemies have to be darker in colour or in dificulty?

rewrite the t-bar (add physics to it)

What is a T-bar? Does it have to do some thing with mister-T? cool
Just kidding. But if you want people to join or contribute these things should be well-explained.

P.D: This is just constructive criticism. I want the project to be better.
I saw how people help each other in the forums (alex and KZR are helping me out with my objects)
and it's awesome so I wanted to share my thoughts on this one.

2. I think I could help programming some objects:

bouncy vines: like a stretchy rope

Can be easily done if i find the "hanging" animation big_smile

curvy road: with physics

Is this like the curvy road in Sonic 2? If the answer is yes, count me in for programming.

Last edited by Sugarmaster (2011-05-07 00:27:10)


"The true master is always learning"
Avatar by Raul Sama.

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#3 2011-05-07 00:47:55

Alexandre
Administrator
From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: [Subproject] Sunshine Paradise

KZR wrote:

The current team is mostly freeform and there are no bosses, we're all average baddies  what i mean is there are no lead this or that. Everyone contributes with what they know best, and Alex supervises. I think this is clear and simple.

That is absolutely right. smile There will be no bosses this time, and no strict deadlines, and we'll see how it goes. To everyone involved, enjoy your work. The goals, written in the wiki, should be clear - but if they're not, please ask.

There's some genius guy called Paul Graham who writes really interesting essays, and he claims that "amateurs", as they love their work, can do (often do) a better job than "professionals"... Let's see that by ourselves. smile

I'll be here mainly supervising, but I can also help any of you with anything you need regarding feedback or scripting. I can also do some scripting myself. Art is not my thing, but I can also give it a try.

... but don't get way too happy: I'll still demand high quality stuff (specially in scripting), and if any of you hear "no" as an answer, please see it as a constructive criticism. tongue

Sugarmaster wrote:

What does that exactly means? The enemies have to be darker in colour or in dificulty

lighter enemies = not so threatening/scary enemies

Sugarmaster wrote:

What is a T-bar?

http://opensnc.sourceforge.net/forum/vi … php?id=615

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#4 2011-05-07 00:49:23

KZR
Member
Registered: 2010-07-14
Posts: 1,447
Website

Re: [Subproject] Sunshine Paradise

"lighter" enemies for the first levels, "darker" for the later ones"

initially all enemies were planned to be black creatures made of darkness.


Sugarmaster wrote:

What is a T-bar?

It's the bar where Mr. T works lol

its a rope slide, this: http://opensnc.sourceforge.net/forum/vi … php?id=615

Sugarmaster wrote:

Is this like the curvy road in Sonic 2? If the answer is yes, count me in for programming.

yup. it may also be known as corkscrew by some people.


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#5 2011-05-07 11:02:04

Sugarmaster
Member
From: Barcelona, Spain
Registered: 2011-04-26
Posts: 132
Website

Re: [Subproject] Sunshine Paradise

I knew it had something to do with Mr T tongue

Ok, thanks for your replies.

When I'm done with the airflows I'll start working on the curvy road and the ropes.


"The true master is always learning"
Avatar by Raul Sama.

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#6 2011-05-07 17:24:18

Icy EyeG
Member
From: Around Portugal
Registered: 2011-05-07
Posts: 14

Re: [Subproject] Sunshine Paradise

KZR wrote:

yup. it may also be known as corkscrew by some people.

I don't know if this is useful or not, but the corkscrew featured in Emerald Hill Zone is 128px*384px, as shown by the picture bellow. The red interrogation point is the object that activates the twisting pathway (if not present, the tiles will be passable), and the corkscrew can be repeated as many times as needed (one twisting pathway object must be added per repetition).By looking at the metting log, I see you are planning to use 64px*64px chunks. Sonic 2 uses 128px*128px chunks.

twistingpathway.png

By implementing this, does it mean that all characters will have twisting motion sprites drawn?

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#7 2011-05-07 17:46:34

KZR
Member
Registered: 2010-07-14
Posts: 1,447
Website

Re: [Subproject] Sunshine Paradise

Icy EyeG wrote:

By implementing this, does it mean that all characters will have twisting motion sprites drawn?

i think it will be needed. just rotating them may not look good.

I have a question: how do we export groups with Rapid brickset editor?


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#8 2011-05-07 18:40:44

Alexandre
Administrator
From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: [Subproject] Sunshine Paradise

KZR wrote:

I have a question: how do we export groups with Rapid brickset editor?

working on it. I'll update it asap.

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#9 2011-05-07 19:53:56

Alexandre
Administrator
From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: [Subproject] Sunshine Paradise

Alexandre wrote:
KZR wrote:

I have a question: how do we export groups with Rapid brickset editor?

working on it. I'll update it asap.

Done

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#10 2011-05-07 20:10:48

KZR
Member
Registered: 2010-07-14
Posts: 1,447
Website

Re: [Subproject] Sunshine Paradise

cool big_smile although the engine does not support numbered groups. we have to rename group 1 2 3... to just group


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#11 2011-05-07 20:22:21

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: [Subproject] Sunshine Paradise

hit ctrl+f5

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#12 2011-05-08 14:19:33

KZR
Member
Registered: 2010-07-14
Posts: 1,447
Website

Re: [Subproject] Sunshine Paradise

thanks Alex big_smile

there is now a rough brickset and groups. loop pieces have some problems. i will get to it by converting the slopes to the same layout they have in the template level.

@ Race: I'm going to convert your slopes to the template and fix the orange/brown stripe pattern in a way it doesn't "break", for all bricks. Are you able to use grids in your image editor? if you are, you should consider doing all tiles side by side so that the pattern doesn't break smile


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#13 2011-05-08 15:46:36

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: [Subproject] Sunshine Paradise

Regarding the brickset, can we increase the depth (height) of the grass layer? It's too tiny in my opinion.

Example: http://www.thunderboltgames.com/s/revie … ance_4.jpg

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#14 2011-05-09 16:15:14

wrath1138
Member
Registered: 2010-03-02
Posts: 119

Re: [Subproject] Sunshine Paradise

Hello Everyone. Just letting you all know that I'm free now and ready to work on this. smile

I did some test level maps in paint. I'll upload them later today.
(BTW what's a good site to upload images without it being cropped to a horrible resolution?)


If I get it right this will be a forest, kinda of mountainous area with water streams.
I found this pic inspiring. Just with more water:

beautiful-horse-meadow-forest.jpg

Last edited by wrath1138 (2011-05-09 16:18:36)

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#15 2011-05-09 17:40:08

lunarrush
Member
Registered: 2010-05-13
Posts: 278

Re: [Subproject] Sunshine Paradise

@wrath1138:  I really like that concept picture, I definitely think that is what we should aim for on the final product.

@Alexandre: I'm having a little trouble setting the player animation, and I'm not sure what is causing the issue.  The code is t-bar_zipline.obj in the dropbox folder.  If you would like, I can also post the code so that you can see it here on the forum.


If I knew then what I know now I'd tell you that the story's true.  Cause whatever you do, it comes back to you.  -Slaughter, Burning Bridges

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#16 2011-05-09 19:41:50

KZR
Member
Registered: 2010-07-14
Posts: 1,447
Website

Re: [Subproject] Sunshine Paradise

i dig that concept, that's where i aimed my shots initially, but then the beach bricks that Race did showed a different vision. we need to settle on art matters before we do any further graphics, we may be wasting the time of our only official artist.


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#17 2011-05-09 21:49:45

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: [Subproject] Sunshine Paradise

@lunarrush: Please reduce the problematic code to a minimum and post it here

@wrath1138: do you have dropbox access?

KZR wrote:

i dig that concept, that's where i aimed my shots initially, but then the beach bricks that Race did showed a different vision. we need to settle on art matters before we do any further graphics, we may be wasting the time of our only official artist.

I think the art of the current brickset is too basic, so we should work some more on it.

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#18 2011-05-09 22:00:07

KZR
Member
Registered: 2010-07-14
Posts: 1,447
Website

Re: [Subproject] Sunshine Paradise

Alexandre wrote:

I think the art of the current brickset is too basic, so we should work some more on it.

exactly, in which direction, though?


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#19 2011-05-09 22:19:50

lunarrush
Member
Registered: 2010-05-13
Posts: 278

Re: [Subproject] Sunshine Paradise

@Alexandre: The problem exists when I set the player animation.  I have tried disabling player movement both before and after setting the player animation, all to no avail.  Do I have to have to set the animation in every state, because if I do I'm not sure of how I'm going to keep animations from getting crossed without bogging the code entirely.
Here's the section where I set player animation, I hope it helps.

    state "grab_surge"
        {
            observe_player "Surge"
            let "$player_xpos = $surge_x"
            let "$player_ypos = $surge_y"
            set_player_position $player_xpos $player_ypos
            set_player_animation "SD_SURGE" 16
            disable_player_movement
            change_state "where"
        }
    state "grab_neon"
        {
            observe_player "Neon"
            let "$player_xpos = $neon_x"
            let "$player_ypos = $neon_y"
            set_player_position $player_xpos $player_ypos
            set_player_animation "SD_NEON" 16
            disable_player_movement
            change_state "where"
        }
    state "grab_charge"
        {
            observe_player "Charge"
            let "$player_xpos = $charge_x"
            let "$player_ypos = $charge_y"
            set_player_position $player_xpos $player_ypos
            set_player_animation "SD_CHARGE" 16
            disable_player_movement
            change_state "where"
        }

Last edited by lunarrush (2011-05-09 22:20:26)


If I knew then what I know now I'd tell you that the story's true.  Cause whatever you do, it comes back to you.  -Slaughter, Burning Bridges

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#20 2011-05-09 22:51:17

Alexandre
Administrator
From: Brazil
Registered: 2009-01-27
Posts: 3,300
Website

Re: [Subproject] Sunshine Paradise

@KZR: Improve the texture. Put more grass and give the brown part more details. Level graphics from Sonic CD or Knuckles Chaotix can give some inspiration. I'm sure we can do better. The rest is going well. smile

@lunarrush: yes, you have to set the player animation at every frame. If putting this on every state feels bad, you can make some auxiliary object handle the animation for you. Example:

 58 object foo
 59 {
 60     requires 0.2.0
 61     always_active
 62 
 63     state main
 64     {
 65         set_player_animation SD_RING 0
 66     }
 67 }     

s032.png

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#21 2011-05-10 00:54:09

lunarrush
Member
Registered: 2010-05-13
Posts: 278

Re: [Subproject] Sunshine Paradise

@Alexandre: Ok, I'll give that a shot.  Thank you for your help. smile


If I knew then what I know now I'd tell you that the story's true.  Cause whatever you do, it comes back to you.  -Slaughter, Burning Bridges

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#22 2011-05-10 02:47:10

wrath1138
Member
Registered: 2010-03-02
Posts: 119

Re: [Subproject] Sunshine Paradise

@Alexandre

Yes I have Dropbox :3

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#23 2011-05-10 02:55:13

SilverstepP
Member
From: North Carolina
Registered: 2009-07-31
Posts: 1,545

Re: [Subproject] Sunshine Paradise

I renamed the Dropbox folder 'Surge Shared' for those wondering. It seems it's extending out beyond just the normal 'cutscene'... roll

Well, it should be re-named. I did it directly off dropbox.com. It seems like it is changed on my computer, anyways.

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#24 2011-05-10 03:00:50

wrath1138
Member
Registered: 2010-03-02
Posts: 119

Re: [Subproject] Sunshine Paradise

Been added to the Dropbox Folder. smile

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#25 2011-05-15 02:43:55

KZR
Member
Registered: 2010-07-14
Posts: 1,447
Website

Re: [Subproject] Sunshine Paradise

Great news: Jason, our fellow artist from SD team has agreed to contribute graphics that we can adapt to SSP and any other stage.

in our dropbox folder there is a subfolder in "images" called "tiles by Jason Buividas" containing his contributions.

I agreed with lunarrush over IM in that we should use the leaves from his sets. everyone please take a look and see what we can use.


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