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341
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Feedback / DevLogs / Re: moonman
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on: May 17, 2014, 06:33:08 PM
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All good feedback! A bit of step-screenshake could be effective (I already screenshake when the big guys land from jumping), and I'll hold the feet in place for an extra frame. Also some dust or particles would add to it, as would some sound. too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
+1
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342
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Feedback / DevLogs / Re: moonman
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on: May 16, 2014, 09:29:43 PM
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Thx guys, yep it's feeling so much better now.
@derqs Cute animation! I'll try to improve my guys walk cycle, thx.
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344
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Developer / Art / Re: GIFs of games being worked on
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on: May 15, 2014, 03:39:11 PM
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@cell - thx! @sol - thx! nah the combat will be probably remain super simple. But who knows, I seem to change my mind a lot with this game..
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347
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Feedback / DevLogs / Re: moonman
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on: May 14, 2014, 03:44:49 AM
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hey thanks for the editted post with the feedback, i'll take a closer look at it tomorrow, but it looks like great advice!
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348
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Feedback / DevLogs / Re: moonman
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on: May 13, 2014, 11:42:31 PM
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Yeh, maybe I'll come over sometime and check out how crawl is coming along, and i'll bring a moonman build. PM me and let's arrange it. 
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349
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Feedback / DevLogs / Re: moonman
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on: May 13, 2014, 10:42:50 PM
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oh man this looks so awesome!
thanks dude, if only I had powerhoof's talent for pixel art! maybe one day we can join forces... :D
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350
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Feedback / DevLogs / Re: moonman
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on: May 13, 2014, 10:00:49 PM
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im gonna need to see that tree dude animated.
dithered to hell to compress filesize 
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352
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Feedback / DevLogs / Re: moonman
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on: May 12, 2014, 10:46:42 PM
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Update: Just working on two big guys: the Eyes of Omulga, a big blobby eyeball creature with a big hand; and, the Guardian, a tree golem type creature. Also trying to make the combat and movement feel better.  
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354
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Feedback / DevLogs / Re: moonman
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on: May 08, 2014, 10:53:11 PM
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Update: Woops, nearly missed my update for this week. Worked more on sprites, like this new hell hound/scorpion thing and I also made a little game. @jasson - mainly just randomly placing them around the maps, e.g., there might me a blacksmith hiding in a cave, or a little village that has 3 or 4 different npcs in. Nothing too fancy.
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355
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Player / Games / Re: Miegakure is back
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on: May 08, 2014, 06:03:42 PM
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What is this I don't even...
Looks neat though, but I'm afraid I'll need to get better at math/geometry stuff before fully getting this :D
Same. I dont see how its 4D instead of just... changing whats on the screen... i mean how is this any different than say, mighty switch force other than its 3d? It's both. The "4D" tag is just a way to describe the world object and the slice operation, which gives the transformation to the 3D object you interact with and see on screen. (Which is then projected onto a 2D array of pixels.) Here's a hypothetical 2D game which uses a 3D donut as its world representation. The game is shown at the bottom and the world representation is shown at the top. By changing the height of the slice through the world the player changes the gameplay surface, connecting two previously disconnected parts of the world. There are many ways you could do that, slicing a 3D donut and allowing the player to change the slice height is one way. 
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