The Sprout

The Sprout

Postby BlasterMaster » 19 Jan 2017, 16:21

This is the sprout badguy. The idea, is when you get close enough to it, it will stop, aim, and shoot out the flower at the last place Tux was, before it left the sprout. But if tux jumps and squishes the sprout be for it shoots the flower, the leaves will fall off, and the flower, will keep walking as the badguy. And then all you have to do is squish the flower.
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My name is Jason. And I am an amateur artist. When I have the time, I try working on revamping some of the supertux art.
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Re: The Sprout

Postby Tobbi » 19 Jan 2017, 22:51

I like the idea though I am not sure I can code it, but I'll certainly try...

Can you design the sprites?
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Re: The Sprout

Postby BlasterMaster » 19 Feb 2017, 05:02

What do you think of this idea?
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Petal.png
Petal.png (2.53 KiB) Viewed 710 times
Sprout.png
Sprout.png (3.18 KiB) Viewed 710 times
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Re: The Sprout

Postby mteufel » 26 Feb 2017, 14:39

Looks good, but what happens when the flower is shot out? Will the leaves continue to walk around? Also, graphics wise there should probably be a separate animation for the flower that gets shot (without legs, and perhaps rotating).

It sounds reasonably easy to implement, and will probably be done when you want to create graphics.
However, I think fixing up the broken existing graphics in forest should have a priority, because we don't really need to clutter it with more badguys of different behavior.
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Re: The Sprout

Postby BlasterMaster » 26 Feb 2017, 20:37

What happens when the flower is shot out? Will the leaves continue to walk around?

Yes. These sprites will need quite a few variations, such as: Sprout walk cycle normal, Sprout walk cycle empty (As in, no flower bud inside), Flower bud walk cycle, Leaves crumble (when tux jumps on sprout before flower bud is shot out.), Flower bud hit (when the launched flower bud hits tux/ground.), flower bud squished (when tux jumps on the flower bud.).
However, I think fixing up the broken existing graphics in forest should have a priority, because we don't really need to clutter it with more badguys of different behavior.

Many people said they would like this in-game. Here's my "To Do" list.

1: Make forest tiles seamless.
2: Concepts for tropical island.
3: Tiles for tree variations.
4: Sprites for sprout.
5: Other badguy sprites (Wooden jumpy. Forest spiky. Etc)
My name is Jason. And I am an amateur artist. When I have the time, I try working on revamping some of the supertux art.
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Re: The Sprout

Postby mteufel » 27 Feb 2017, 11:41

BlasterMaster {l Wrote}:Here's my "To Do" list.

1: Make forest tiles seamless.
2: Concepts for tropical island.
3: Tiles for tree variations.
4: Sprites for sprout.
5: Other badguy sprites (Wooden jumpy. Forest spiky. Etc)


Care to elaborate on your plans? Especially for point 1, it's quite unclear what tiles you're going to work on.
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Re: The Sprout

Postby BlasterMaster » 27 Feb 2017, 19:20

Care to elaborate.

My goal here, is to make the grass tiles seamless. At the moment, they don't loop well. You can see where one tile ends, and the next one begins. I'm in the process of fixing this. Though it's challenging.
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Re: The Sprout

Postby VNS » 28 Feb 2017, 03:15

I've noticed that too and it gets very annoying. Thank you if you can :)
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Re: The Sprout

Postby mteufel » 28 Feb 2017, 08:39

Thanks, that is indeed a good idea. There are some other spots with similar faults (thinking of brown/snow castle tiles, forest worldmap, trees mostly but probably there are even more tiles) that you could fix if you want to. I suppose a lot of the tiles were intended to be a placeholder for development versions.
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