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 Post subject: RI
PostPosted: Sat Sep 13, 2008 9:43 pm 
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Just been experimenting with Repton Infinity. Hopefully try to implement some kind of top-down system like Pipeline. As ever the hard thing will be animating the character :(


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 Post subject: Re: RI
PostPosted: Sun Sep 14, 2008 8:40 am 
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Location: Treddle's Wharf, Chigley
I think your graphics are looking absolutely excellent so far. They are very atmospheric.

Animating the character, particularly a top-down character, really isn't as hard as you think - just have a go! You only get good by lots of practice, and you don't have to show anyone the attempts that don't work out. ;)

What makes your life easier on a computer is a cartoon walk doesn't have to be natural to work well - just look at Bonecruncher. No one walks like that in real life, but it works for Bono.

But if you get stuck, this book is brilliant for explaining everything you need to know about animated walks:

http://www.amazon.co.uk/Animators-Survi ... 691&sr=8-1


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 Post subject: Re: RI
PostPosted: Sun Sep 14, 2008 12:26 pm 
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That seems useful thanks, could have done with reading that ages ago i think.

Having some trouble with getting the transporters to "cycle". I add the flag to the definition as "CYCLE" , make the object code but the transporter still disappears.


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 Post subject: Re: RI
PostPosted: Mon Sep 22, 2008 11:38 pm 
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Is it possible to easily convert RI files like those on Electron User Group disc 21:

http://www.acornelectron.co.uk/eug/21/21-fram.html

to standalone files (like on Headfirst PD discs 6 and 7)?

Is there a utility?


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 Post subject: Re: RI
PostPosted: Fri Sep 26, 2008 8:53 pm 
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It seems possible to implement a range of things in Repton Infinity in this kind of top-down game. So far there is:

- key for end of level activation
- key for door opening
- use of <return> for activation of various things
- permanent transporters
- background sound
- animated scenery
- different level themes (mainly by colour as graphics are restrictive: 48 sprites but around a dozen are mandatory "Repton" frames); with different sets of 4 levels however the possibilities become almost endless.

I'd like to add a few more things before final level design such as moving hazards.

Doesn't look like this could be a standalone game for copyright reasons but it can certainly link onto the RI game via a title page.

The main aim is to try to replicate in some way at least the feel of games like Ravenskull and Pipeline. I'll post a screenshot when the levels are looking a bit tidier if anybody's interested.


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 Post subject: Re: RI
PostPosted: Fri Sep 26, 2008 9:50 pm 
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Why not use the Pipeline editor - it is extremely flexible, and very well suited to this sort of game.


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 Post subject: Re: RI
PostPosted: Sat Sep 27, 2008 12:03 am 
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Pipeline /editor/? Either forgotten or never noticed it. The reason I'm using RI is that I wanted to make full use of it and try to create something unlike Repton!


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