|
1401
|
Feedback / DevLogs / Re: Sprout - Devthread (build update 6-16)
|
on: September 20, 2009, 04:18:51 PM
|
|
it didn't really die. We kicked into overtime at work (I work for a larger video game company) and I was basically working 70 hours a week so this hit the back burner. since then I have started back up with a series of quick prototyping games to get back into the swing of things. the major engine for this is done I just need to force myself to finish the level design.
|
|
|
|
|
1402
|
Developer / Art / Re: Mockups
|
on: September 19, 2009, 02:08:41 PM
|
|
wow thanks guys.
FishyBoy: yeah I started making it green and scary. just didn't feel fun though. so I went with something a little more upbeat. and don't think of it as a witched lair as much as a witch's condo. i'm going more bewitched then wicked.
Teknogames: I have never heard of this but want to check it out now any idea what game it was.
|
|
|
|
|
1403
|
Developer / Art / Re: Mockups
|
on: September 18, 2009, 08:05:56 PM
|
figured I should post this. Mockup for a game i have been working on for about 2 weeks now. engine is all done and I can move on to prettying it up now.I had done eveyrthing with palce holder art so I thought I should actually do some real art now. grab the correct ingredients and dump them in the cauldron before time runs out.  next up the hot witch your working for. Edit: if anyone wants to give it a try so far PM me and I can send you a link.
|
|
|
|
|
1404
|
Feedback / DevLogs / Re: Reignfall - Devlog
|
on: September 18, 2009, 10:05:43 AM
|
|
for fixing the life bar HUD could you perhaps integrate them all together. like perhaps a circle with the weapon in it and around the circle is your health bar. that way its not cluttering up the screen. look at "virtual Bart" screens and you will see what I mean about using a circular health bar.
|
|
|
|
|
1405
|
Feedback / DevLogs / Re: The Horrible Vikings
|
on: September 15, 2009, 11:45:10 AM
|
|
looking good, but I think the sword needs to moved to laying across the top of the screen. it seems in the way of your excellent boat art, and if its pointitng to the right it might help to give a sense of movement to the scene almost pointing the player where to shoot.
|
|
|
|
|
1406
|
Developer / Art / Re: show us some of your pixel work
|
on: September 09, 2009, 10:13:07 PM
|
 2x resolution. WIP. same game as before, little different though. your a bat who needs to help the witch finish her potions. I am trying to keep a limited hue palette. most of the background will be red, and then yourself and probably stuff you pick up with be shades of blue and white. i will probably mix that up though and start putting blue into the background, and putting some red on what you carry, as long as its readable. there are two bats to show the different sprites. one is the normal one and the top one is carrying a frog, I had drawn a really nice frog earlier but by accident created it at 2x the resolution so had to shrink him down, I don't know if it reads as a frog I may have to go back to the drawing board. also I need some other stuff for the background and also ingredients to add.
|
|
|
|
|
1407
|
Developer / Art / Re: show us some of your pixel work
|
on: September 07, 2009, 08:26:20 PM
|
more pixel work. still trying to nail down a style. I started looking at gameboy palettes. my initial intention is for the entire game world to change color as you add different ingredients.  these still need a lot for work, and it feels like I just through a color filter over it (which I did, but wont do for the final.) I am looking at a lot of the work by an artist named ragnar. http://www.littlecartoons.com/he does really nice palette work. he gets a lot out of such limited color choices. also love his pin-up girls. which I'm attempting for the witch (who wants to be a gross witch) this is what initially brought me to him.
|
|
|
|
|
1408
|
Developer / Art / Re: show us some of your pixel work
|
on: September 06, 2009, 09:44:35 PM
|
working on a new 7 day prototype its kind of a dinner dash/cake mania game. you are a witch who has to run around to the cupboards (green rectangles) and get different ingredients for the different spells your casting. as you play the spells require more stuff and the rimer ticks down faster. the large circle in the middle will show what you need and also have a circular time that slowly counts down.  got a lot of the coding in and need some art to finalize the code. I am trying some different things now, but I am liking the idea that all light is coming from the center cauldron. but I am afraid that it is just going to be to hard to read with such a limited color palette. well let me know what you think. Also: 1up: I agree with JaJitsu the head seems really stiff. i believe its because you have such quick rotation in the body and the head does not. also the reminds me of Rose Red from the Fables comic series.
|
|
|
|
|
1409
|
Feedback / DevLogs / Re: Ferropod - 7 day prototype
|
on: September 03, 2009, 08:11:32 PM
|
I'm working on fuel right now. but here is a build. you need to go out, collect the three guys and bring them back to the drop off site. eventually there will be animations for loading and unloading the character. you will also drop them off at elevators. on a lark I also make it randomly choose the type of character and their saying, it was easy code to implement and it gives a little variety. http://www.mediafire.com/?sharekey=f27943034d078ba7af924764f9977b1de04e75f6e8ebb871also anybody know how to host files from a blog. that way I can track to see how many downloads I have.
|
|
|
|
|
1411
|
Feedback / DevLogs / Re: Ferropod - 7 day prototype
|
on: September 01, 2009, 09:50:14 PM
|
update!! i don't have a build as I am having some small code issues. I am going back to my original plan of rescuing the stranded miners and throwing out the narrative Idea I had been working on. I will probably still add some monsters.  right now you have to go out and collect stranded miners. and bring them to the lifts. you can only fit two miners in your vehicle so you have to be careful. right now you can see two miners you need to save, plus in the top left you see you already have one in the vehicle. - need to do miner pickup animations and drop off animations. - start adding enemies. I am still thinking about whether or not you should need to collect fuel.
|
|
|
|
|
1412
|
Developer / Art / Re: show us some of your pixel work
|
on: August 28, 2009, 09:58:22 AM
|
|
i also liked the humanoid bear more. the arm movment now reminds me of old timey-english boxers (queensbury rules old chap!!). perhaps you can get some of that leg movement in there.
|
|
|
|
|
1413
|
Feedback / DevLogs / Re: Tin Can Knight
|
on: August 27, 2009, 07:52:23 AM
|
|
why dont you switch to flaming boulders shot from catapaults which the goblins have hidden (rather cleverly) off screen.
also why 11:7 why not just 16:9 and do widescreen. TIN CAN KNIGHT: WIDESCREEN DIRECTORS CUT!
|
|
|
|
|
1414
|
Developer / Design / Re: Choices are expensive
|
on: August 26, 2009, 02:36:17 PM
|
|
I actually had an idea based around this. it would be a small top down perspective (like pokemon). and you would run around a small town doing stuf for neighbors. every Storyline would have an ending and every choice you made would send a ghost of you off on the other choice, so by the end you would have copies of you running all around, and some others havign reached their goal. perhaps you walk past the jaila nd see a shadow of yourself. or with the cute girl in town. the player immediately can see what theire choices have allowed and what they missed out on.
on topic I think adding choices is okay, but I feel to many people see it as mandatory now. and force it into their game no matter what the design.
|
|
|
|
|
1417
|
Developer / Design / Re: how to make reading text fun
|
on: August 26, 2009, 01:27:32 PM
|
|
interesting topics. so I had this idea. basically the game is a platformer, and as you go through the journal of the main character is read. I figure it would help immerse the player and also be a good system of pushing them in the right direction. Does this seem like it would continue to push the player? I know I am not the greatest writer, and I am aiming for a more pulp feel. any thoughts. I am almost afraid that the player will just be annoyed by all the writing in their way.
|
|
|
|
|
1418
|
Feedback / DevLogs / Re: Ferropod - 7 day prototype
|
on: August 25, 2009, 10:01:32 PM
|
some guy designs. working on animating them. whether I stick with the just rescue game or I go with the interactive story approach I will need guys so I am working on them now. 
|
|
|
|
|
1420
|
Developer / Technical / Re: circle room transition
|
on: August 25, 2009, 03:08:29 PM
|
|
you could just create a circle object and once its animation is finished go tot he next room.
also another way (although i dont know how to do it) would be cover the screen in black except for a circle and then have that circle shrink. goign to the next room when its done.
its the same way some people do lighting in gamemaker.
|
|
|
|
|