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Alex Quest (Re-make)

+3
The SNIC
Sparx the Cy-Wolf
opticalillusions64
7 posters

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Alex Quest (Re-make) - Page 3 Empty Alex Quest (Re-make)

Post by opticalillusions64 Wed Nov 18, 2009 11:52 am

First topic message reminder :

If arent already familiar with Alex Quest:
AQ1
http://www.yoyogames.com/games/show/15443
AQ2
http://www.yoyogames.com/games/show/49650 (removed from storyline)

What is 2.5d?

It's kinda like this:

Alex Quest (Re-make) - Page 3 8085_001

I'm going to try to make it a little more- "exciting" than the original.

Also:

+ mp3 remixes of all the original midi's

+ save & loading

+ the game will be more difficult

+ possibly a boss rush

+ more playable characters

+ better graphics (my opinion)

+ a fork in the road
release date is unknown at this point. Suspect
opticalillusions64
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Alex Quest (Re-make) - Page 3 Empty Re: Alex Quest (Re-make)

Post by CarnivorousA Mon Dec 14, 2009 11:47 pm

Platform games without animation are really dodgy, here is a basic animation script that I used in poorly drawn man.

In step event:

if !(place_meeting(x,y+1,obj_floor))
{
if vspeed <= 0
{
sprite_index = //jump sprite
}
if vspeed >= 0
{
sprite_index = //fall sprite
}
}

if ((place_meeting(x,y+1,obj_floor)) and !(keyboard_check(vk_right)) and !(keyboard_check(vk_left)))
{
sprite_index = //standing sprite
}

if keyboard_check_pressed(vk_right)
{
sprite_index = //running sprite
image_xscale = 1
}

if keyboard_check_pressed(vk_left)
{
sprite_index = //running sprite
image_xscale = -1
}

Make the origin of all player sprites have the x axis in the middle of the sprite. Use a mask.
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Alex Quest (Re-make) - Page 3 Empty Re: Alex Quest (Re-make)

Post by opticalillusions64 Tue Dec 15, 2009 1:04 pm

hmmm thanks
opticalillusions64
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