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Author Topic: New OSS project: Jetblade [Was: Procedurally-generated caves]  (Read 28091 times)

SolarShado

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Re: New OSS project: Jetblade [Was: Procedurally-generated caves]
« Reply #90 on: July 19, 2009, 09:08:11 am »

I've set up a project blog for Jetblade, where I plan to post notifications of major new developments, previews of game models, "vision stuff", and similar. I don't plan to stop using this thread, but it'll probably be de-emphasized; it doesn't really make much sense for a thread on the Bay12 Games forums to be the primary source of information for developments on Jetblade, after all.

Thanks for all your kind words and suggestions over the past few months!

Will bookmark!

Same here.
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SHAD0Wdump

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Re: New OSS project: Jetblade [Was: Procedurally-generated caves]
« Reply #91 on: July 19, 2009, 03:17:13 pm »

I've set up a project blog for Jetblade, where I plan to post notifications of major new developments, previews of game models, "vision stuff", and similar. I don't plan to stop using this thread, but it'll probably be de-emphasized; it doesn't really make much sense for a thread on the Bay12 Games forums to be the primary source of information for developments on Jetblade, after all.

Thanks for all your kind words and suggestions over the past few months!

Will bookmark!

Same here.
Already dunnit.
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Derakon

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Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels

JoshuaFH

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Re: New OSS project: Jetblade [Was: Procedurally-generated caves]
« Reply #93 on: August 23, 2009, 12:57:32 pm »

I wanted to talk to you about that attack animation. Don't you think it's a bit... slow? Not to second guess what your final vision is, but the current animation with the metally protagonist bringing his leg up, then down, seems a bit drawn out. An attack in my mind is something that's fast and the effect immediate.
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Derakon

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Re: New OSS project: Jetblade [Was: Procedurally-generated caves]
« Reply #94 on: August 23, 2009, 01:36:39 pm »

In-game the attack animation is much faster. Unfortunately animated GIFs seem to have a fairly limited framerate so I can't make the animation as fast in-browser. In-game the animation takes .4s to complete.

That said, the combat mechanics are going to need a lot of tweaking to make something that's fun. I'm laying the groundwork here, but I fully expect to return later to adjust timings and the like.
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Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels

Org

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Re: New OSS project: Jetblade [Was: Procedurally-generated caves]
« Reply #95 on: November 22, 2009, 12:23:54 pm »

Is this still alive?
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Outcast Orange

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Re: New OSS project: Jetblade [Was: Procedurally-generated caves]
« Reply #96 on: November 22, 2009, 12:36:28 pm »

I can't believe I haven't seen this yet.

Looks cool.
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Tilla

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Re: New OSS project: Jetblade [Was: Procedurally-generated caves]
« Reply #97 on: November 22, 2009, 03:19:29 pm »

http://code.google.com/p/jetblade/updates/list Latest post is on the 15th so it seems vaguely still alive
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Bricks

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Re: New OSS project: Jetblade [Was: Procedurally-generated caves]
« Reply #98 on: November 22, 2009, 03:30:38 pm »

And Derakon is still around.  I really want to try this, but every time I try to install a new python module, I get stupid errors that I don't know how to fix.  Cython just won't install without some sort of crazy issue, and I don't even want to try and figure out what Mercurial is supposed to do, apart from ask for another dependency.
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PTTG??

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Re: New OSS project: Jetblade [Was: Procedurally-generated caves]
« Reply #99 on: October 04, 2010, 11:20:02 pm »

BY THE BEARDS OF OUR FATHERS!
BY THE BONES OF THE DEAD!
AWAKEN, YE LOST ONE!
I RESURRECT THIS THREAD!

-Ahem-

Anyway, August '09, people. What happened to this?
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Mephisto

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Re: New OSS project: Jetblade [Was: Procedurally-generated caves]
« Reply #100 on: October 05, 2010, 04:15:58 pm »

Damn... I saw this thread and thought the project was alive. I downloaded the source. Doesn't work with newer versions of Python. Luckily, a python2 executable is included in my distribution's Python 3.x package.

With python2, I can see the game's splash screen. Then it dies with a "ImportError: No module named pyximport" even though pyrex is installed.
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