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RedEnchilada

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9th July, 2009 at 23:54:54 -

I mean Hatman seems a little taller than usual, and I preferred him the way he was.

 
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Bibin

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10th July, 2009 at 01:13:10 -

If he's facing right the whole time, that's an issue with your graphics card. Instead of redrawing all the frames facing left, I simply used the HWA features to flip it. If enough people have this issue, then I'll simply redraw them in both directions and make it non-HWA reliant.

As for HatMan's shape, he'll be basically the same, but it'll run at the same 256x224 resolution as the first game (SNES), which then is a bit stretched to 4:3 on a normal monitor (like SNES) which is the reason HatMan seemed shorter and wider than this build, which is naturally 4:3.


Originally Posted by AndyUK

Originally Posted by Bibin
Yes, there will certainly be more visual effects, as well as audio cues, so it's more obvious.

the justification of it is, HatMan is clearly heavier and thus more massive than the hat, which is rather light, so it seems that while the hat is moving quickly, HatMan's force against it would "win" in a sense.



and what about landing on it whilst falling vertically?



Well tough knickers, leave it alone! HatMan will control his own hat as he wishes.


Originally Posted by Dr. James

Originally Posted by AndyUK
I didn't have a problem landing on the hat, although it's not something I could do every time i attempted it. But the fact Hatman suddenly moves in the opposite direction to the hat's original direction seems wrong.


Yea I was expecting the riding motion to follow the hats path too.
Its a platform engine alright.



I would do it this way, but that would prevent you from chain hat-hopping, where you keep going forwards by hopping on and off the hat repeatedly.

Edited by Bibin

 
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alastair john jack

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10th July, 2009 at 05:35:19 -

this is fairly awesome. Although I think landing on your hat without having to press UP would really help things, and make it more approachable.

 
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Bibin

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10th July, 2009 at 06:07:12 -

The issue is that you can't then just grab the hat whilst in the air. Also, it's not supposed to be an easy first-go perfect-run thing, but rather a technique that while not vital will make it easier.

Anyway, here's an experimental build with some pretty different physics, play around with it and see which one you like more.

Personally, I liked the first one since you could ride the hat ad infinitum.

http://theantibib.sitesled.com/SHatMan_e.exe


 
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alastair john jack

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10th July, 2009 at 06:37:37 -

k

 
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RedEnchilada

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10th July, 2009 at 17:16:32 -

Yeah, I figured it was my graphics card. The lack of pixel shader support is really limiting, and I really need to replace it.

Will this one be stretched to 4:3 too?

 
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Bibin

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10th July, 2009 at 19:11:33 -

The new build runs at 256x224, like a SNES, but fullscreen it should stretch, making HatMan the short plump guy he was before. Also, it no longer relies on pixel shader, as I manually made left and right graphics.

The main new change is how the hat flying works.

 
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11th July, 2009 at 14:13:07 -

I personally like it better when the player goes in the same direction of the hat (like in your second build). It seems smoother and more natural.

 
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Marko

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11th July, 2009 at 14:34:53 -

Yeah i agree with the above post the first build seemed more natural and more user-friendly to me. Good engine all the same though

Long live Hatman!

 
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Bibin

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11th July, 2009 at 16:24:53 -

Yeah, I liked the old one more. The only issue is that I need to figure out a good way to prevent you from infinitely riding the hat forwards. Maybe when you jump off the hat will go forwards?


 
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Jon Lambert

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11th July, 2009 at 16:46:43 -

I like that idea. You could kick the hat forward when you jump off of it, it'd look cool too.

 
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11th July, 2009 at 17:03:58 -

I liked the first one better but maybe that's just me... Really though, all Hatman needed was instant hat throw.

 
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11th July, 2009 at 18:51:32 -

How about when he jumps off the hat he sort of flicks it in the air with his feet and it spins like a coin, then falls and he catches it?

 
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Bibin

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11th July, 2009 at 20:30:01 -

Interesting idea, but I'll upload a build tonight that I think deals with the issue.

 
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GamesterXIII



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12th July, 2009 at 18:51:16 -

guys it isn't hard at all to ride the hat. I mastered it first try >>

All you have to do is throw the hat when hatman reaches his peak height and then jump again and hold up. Viola

The only thing noteworthy in this engine is the hat riding, which I believe could be developed into a most interesting gameplay mechanic. Great job thinking that one up =]. Oh yea the music is worth mentioning too of course =p.

Maybe make it so that you can jump on the hat 2-3 times before it flies off. Or just use strategic wall/obstacle/enemy placements =p.

He faces right on my computer the whole time as well.

New engine is extremely buggy and the new physics aren't near as fluid/fun





Edited by GamesterXIII

 
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