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Project Vertigo Origins [ 1.1.4 – FINAL ] (2D Side-Scrolling ORPG Engine)


mrmiguu
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@Miguu:

> Other dynamic mapping features? Not sure what that implies.

A lot.

For example. A Spring tile. If you jump on it then you automatically jump twice you max jumping height or more. Ice tiles so you slide across. I could think of more but I have other things on my mind right now.
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Hey will you upgrade PV when the new version of origins comes out?
And is there any way you can make it so you have to press a button to warp when on a warp tile, cuz i'm making a town and want to have the choice of walking past it or go in it; not going in and back out just to get across? :P
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@luriok:

> Hey will you upgrade PV when the new version of origins comes out?

@Miguu:

> @DshWinchester:
>
> > I am in love  ;D
> >
> > the next PVO will be released when a new origins come out?(1.2 I guess)
>
> No. I won't redo [PV] for every new Origins release. I will transfer over new features (maybe). I will finish up the next [PV] release when I get time. All I have left to do is add NPC gravity (and maybe jumping) along with their animations.
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@luriok:

> And is there any way you can make it so you have to press a button to warp when on a warp tile, cuz I'm making a town and want to have the choice of walking past it or go in it; not going in and back out just to get across? :P

Yes.

@Gohan: I will try to get sliding tiles working. I will put in the spring tile (I already programmed it on Super Mario Dungeon).
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@luriok:

> Hey any ideas on how to convert sprites to be like the kirby one or where to find all ready made ones?

I suppose you could find rmxp and just convert yourself. Problem is, no side-scrolling engines have sprite sheets of sprites that are consistent enough to be converted exactly to the [PV] Origins format.

[UPDATE]
I added it so you have to press [DOWN] to enter a portal.

@Gohan:

> Oooh double jump ;D
>
> So you got an ETA for us?

Here's some **real** progress!
```
==========================================
Project Vertigo Origins [1.0.0] -> [1.0.1]
==========================================
- [DONE] Fixed paperdoll to fit along dynamic sprite frames.
- NPC animations dynamic like player sprites.
- Allow NPCs to fall off the edge of platforms
- [DONE] Fixed directional blocking.
- [DONE] Fixed spells to display player's attack-animation during cast.
- [DONE] Now you can't warp out of bounds
- [DONE] Made players have to press [DOWN] to enter a warp tile.
- Added spring tiles.
- [DONE] Made altering sprite frames server-sided.
- [DONE] Added double jump option (server-sided).
```
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@Miguu:

> @luriok:
>
> > Hey any ideas on how to convert sprites to be like the kirby one or where to find all ready made ones?
>
> I suppose you could find rmxp and just convert yourself. Problem is, no side-scrolling engines have sprite sheets of sprites that are consistent enough to be converted exactly to the [PV] Origins format.

Oh ok i'll try

@Miguu:

> Here's some **real** progress!
> ```
> ==========================================
> Project Vertigo Origins [1.0.0] -> [1.0.1]
> ==========================================
> - [DONE] Fixed paperdoll to fit along dynamic sprite frames.
> - NPC animations dynamic like player sprites.
> - Allow NPCs to fall off the edge of platforms
> - [DONE] Fixed directional blocking.
> - [DONE] Fixed spells to display player's attack-animation during cast.
> - [DONE] Now you can't warp out of bounds
> - [DONE] Made players have to press [DOWN] to enter a warp tile.
> - Added spring tiles.
> - [DONE] Made altering sprite frames server-sided.
> - [DONE] Added double jump option (server-sided).
> ```

;D ;D Nice ;D ;D
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@Urimas:

> @Miguu:
>
> > I was thinking of making the animation frames determined via sprite editors or maybe a txt file in the characters folder so you wouldn't need VB6.
>
> that would be very nice!

Already added. Now you can adjust the sprite frames via options.ini in the server folder. I was thinking of you <3
;D
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@Miguu:

> @Urimas:
>
> > @Miguu:
> >
> > > I was thinking of making the animation frames determined via sprite editors or maybe a txt file in the characters folder so you wouldn't need VB6.
> >
> > that would be very nice!
>
> Already added. Now you can adjust the sprite frames via options.ini in the server folder. I was thinking of you <3
> ;D

so i can download the new file now?
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Miguuuuuuuuuuuuuuuuuu! Any chance of making the arrows an animated item???

Let me explain…haha

Due to the fact that vertigo is a 2d side-scrolling based game, you do not need the other two directions needed for firing arrows. So I was curious if you could program Vertigo Stable to make it so that the two unused directions for the arrows could be used to make an arrow that can move while thrown???  :cheesy:

Any chance of that happening?  ;D
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controller rockets? no I mean since there are four 32x32 slots for arrows (one given for shooting in each direction)., why not make it (since the up and down directions are not used) so that the "arrows" or whatever you use is animated between the two slots. So say i have a fireball, and I want to to appear like it is animated. (so i will put the fireball in the two slots and then when it is thrown, it will alternate between slides) Giving the appearance of animation…
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