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361
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Developer / Technical / Re: The happy programmer room
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on: May 02, 2014, 09:43:21 PM
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I'm working on a remaking Saracen in puzzlescript. I got the c64 rom, poked around a little bit and successfully found and converted all the level data. Great success! Here's some of the levels running in puzzlescript. I've still got a few bits of logic to implement before its ready though. 
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362
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Feedback / DevLogs / Re: moonman
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on: May 02, 2014, 05:23:54 PM
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Haven't played Starbound but MM will have NPCs like Terraria, they'll just wander around in a small region, and attack things they don't like. There will be blacksmith NPCs and others that say odd things. 
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366
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Feedback / DevLogs / Re: moonman
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on: May 01, 2014, 09:54:46 PM
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Update: I got lots of art work done this week, including a new swamp background which I'm very pleased with and updates to some sprites. Here's some new demon sprites and a new croc having a splash around.  @kleiba I've got lots of things to do before the next update. Here's about half of them: 
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367
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Feedback / DevLogs / Re: Cloudface: 100% Guaranteed Game
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on: May 01, 2014, 05:47:06 PM
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I like how animated the character seems. It doesn't look like a rip-off of anything else, but a new character itself. Very well done, I'll play when it comes out
Whatdya mean? It's a total ripoff of StormBoy, a character I invented in 1986!
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369
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Developer / Art / Re: A question about Spelunky art
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on: April 29, 2014, 05:56:17 PM
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What exactly are you asking? Looking at the sprites, I'd agree with John, they're definitely not vector art, probably just hi-res digital paintings. They could also have been manually drawn, scanned, and coloured. _02.jpg)
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371
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Developer / Art / Re: A question about Spelunky art
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on: April 28, 2014, 05:07:55 PM
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There might be some stuff in the Indie Game: The Movie extras interview with Derek. I'd also say that the tools don't really matter that much, although my guess is Photoshop.
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373
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Feedback / DevLogs / Re: FROG SORD
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on: April 28, 2014, 04:32:27 PM
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Thanks for the Post Mortem, it sounds like an awful situation. Getting all these extra people involved, whether through investment or extra team members, appears to be a big mistake. I hope you can salvage enough stuff to get a good head start into your next project.
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378
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Feedback / DevLogs / Re: moonman
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on: April 23, 2014, 07:12:37 PM
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To be fair this thread was created in 2011 so he's had like three years to work on his art skills.
Bahahaha don't remind me it's been that long ..  Yep over 2 years of development and art on MM I hope to have improved a little w.r.t. this style, although looking back at the early days I really like the simplicity. I think I could have shaved a year off development if I had just stuck with that style, but we're here now and the game is quite different to what I first imagined. Thanks for the feedback as usual, and I'm glad you all like the moons etc. Update: So it turns out I've been running Moonman on my crappy integrated gfx instead of the Nvidia chipset (on my dual graphics laptop), which I found out because rendering the drop shadow was dropping my fps to 30fps from 60fps. Anyway, switching to the nvidia chipset makes MM run at a smooth 60fps, which means I no longer have to waste time optimisation silly things for a while. Other stuff I did this week: worked a bit more on the moons and backgrounds, fixed my profiler, fixed some misc bugs, made MMs armour arm less stumpy, and redesigned the skeleton enemy.  Here he is in the editor: 
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