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 Post subject: Ninjics
PostPosted: 12:44 pm 07/04/09 
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I've been working on this ninja style game with one other friend.Check it out, we hope you like it.

http://www.youtube.com/watch?v=78xjHnicYCA


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PostPosted: 3:56 pm 07/04/09 
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Hot damn! That's some pretty quality stuff there!! I like the art! The physics look pretty great too! Can't wait to see more!!

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PostPosted: 11:50 am 07/06/09 
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The animation is so great on that! And it's really cleaned up a ton since I've last seen it. I love seeing the progress you've made.

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PostPosted: 8:33 am 07/14/09 
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Very nice.

Can you share the method you used to create the Ninja character, as well as the smoke?


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PostPosted: 1:28 pm 08/11/09 
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Hey, sorry for the delayed reply. If your still looking for some info about the character can you be more specific? For the smoke we used the Flatredball.Graphics.Particle.Emitter class to create an Emitter which we attached to the character.


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PostPosted: 9:28 am 08/12/09 
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Dude, your game looks awsome. The animations seem really fluid, and the physics are fairly complex. Way to go!

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PostPosted: 8:25 pm 08/13/09 
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I'm really interested in how you build your levels and how you handle player/object interactions...


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PostPosted: 1:03 am 08/14/09 
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The way we did things is probably pretty unconventional because this was our first time making a game and we used Farseer Physics alongside FRB. Our character is a sprite with an animation chain list made with the animation editor. We attached an emitter to the sprite in order to make the dust.

We create our levels in notepad. when a level loads it reads through the text file and each letter represents a different type of piece. Our levels are pretty much entirely made out of positioned models that are the same size. The background of the level is the same in all the levels we have right now.

All of our collision detection is done by Farseer. Everything in the level that collides has an entry into the physics engine. The players current state and the way it collides with other objects determines the next state, which in turn deterines which animation chain to play.

If you want details on how to implement any of this just let me know.


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PostPosted: 3:50 pm 08/25/09 
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This game looks awesome. Is it gonna be commercial or free? I would love to try the demo of your game.


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 Post subject:
PostPosted: 12:57 am 08/27/09 
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We are targeting xbox live indie games, which does not allow you to give the game away for free but we plan on pricing it at the low end of the options. We have been thinking about giving it away free for pc.


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 Post subject:
PostPosted: 11:18 pm 08/29/09 
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Very nice!! I just started figuring out Farseer and FRB, I saw your post on Farseer which made look into FRB which looks really cool to work with.

I am curious how you did your character animations w/ farseer I've been trying to figure out the best way to do it not sure If I need to swap out geom's for everyframe or what.

I've been spending all day figuring out your integration with farseer and FRB Thank you very much for the source. Extremely helpful. (that was you right?)

Again great work on Ninjics. Best of luck.


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 Post subject: Re: Ninjics
PostPosted: 2:37 pm 10/29/09 
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I sincerely hope you are still working on this game... It looks fantastic just like everyone else has been saying, nice fluid animations and looks like really thought out game play(I saw some box pushing to get to certain stuff, that always excites me).

Any new word on this? have you guys gotten any farther?


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 Post subject: Re: Ninjics
PostPosted: 5:01 pm 10/29/09 
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Progress on the game has slowed drastically in the last couple months but has not completely stopped. We started working on the game while in school and now that we have graduated free time seems much more difficult to come by. We have, however, made some progress and certainly have not given up. Jay and I are both dedicated to releasing the game and have started working more consistently on making that a reality. Hopefully we will have something significant to show off soon. It certainly helps the motivation level knowing that there is still interest in game.


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 Post subject: Re: Ninjics
PostPosted: 4:35 am 07/26/10 
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Hi, I would like to ask how u put the physics body/geometry on your sprite sheet animation ?

I'm eager to find out that answer because currently I'm working on a game project uses Farseer physics engine too but I don't know how can I put physics body/geometry on sprite sheet animation since it keep changing to different frame.

If it is a static object then I can declare once but I couldn't do that on an animation.

Please help :(

Regards,
Cadrick
cadrickloh@gmail.com


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 Post subject: Re: Ninjics
PostPosted: 9:06 am 07/26/10 
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birdkingz wrote:
Hi, I would like to ask how u put the physics body/geometry on your sprite sheet animation ?

I'm eager to find out that answer because currently I'm working on a game project uses Farseer physics engine too but I don't know how can I put physics body/geometry on sprite sheet animation since it keep changing to different frame.

If it is a static object then I can declare once but I couldn't do that on an animation.


So is it the keeping the positions aligned that you are wondering about?

Instead of thinking about it as attaching the farseer body and geom to the sprite, you should be thinking about it as attaching the sprite to the farseer body and geom.

The way I did it was to create a class that was derived from the positioned object class.

I would create any flatredball members I needed for the entity (i.e. sprites, emitters, etc.) inside this class and attach them to this class. This way, whenever the base positioned object was moved all the attached objects would be moved as well.

for example:
mySprite = SpriteManager.addSprite();
mySprite.attachTo(this, true);

I would also create the farseer Geom and Body as members of this class and during the update would reposition the class to match that of the farseer body.

If this just confused you more feel free to ask any questions. I'm just not entirely sure what it is your having trouble with.


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