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341
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Feedback / DevLogs / Re: Trixie Treasure
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on: September 26, 2011, 01:37:06 PM
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I love Jade in Beyond Good & Evil, so that comparison makes me extremely happy, Destral!
Update
Added a minor animation and progressed a bit on Upgrade 3 by implementing that bit of UI I was working towards last week.
Just getting back into the groove of working daily after a busy weekend away from home. Reading everyone's support makes it much easier, very inspiring, thanks.
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342
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Player / Games / Re: Nintendo 3DS
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on: September 26, 2011, 12:51:43 PM
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Four Swords is out this week! As if that wasn't enough, Mario Land 2 on the eShop also. (This means we're one step closer to getting Wario Land  ).
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345
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Player / Games / Re: PS Vita
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on: September 25, 2011, 11:37:37 AM
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I had to queue for a couple of hours but got chance to have a go on a Vita at Eurogamer. It's comfy to hold; big enough to feel quite chunky but thin enough to not be unwieldy. It was quite light, although the Sony girl said the weight might not match the final thing. My demo game was Little Deviants so I didn't get to try out the buttons or analogue sticks in-game. I messed around with them though and they felt fine. The sticks are small but aren't too resistive (similar to the PS3 sticks) so they should be easy enough to use. The shooting game was similar to the 3DS' Face Raiders and worked just as well (except I couldn't really aim properly because the console was tied to the table). The flying thing used the motion controls and worked the same as any similar iPhone game. I played the rolling-around game, which quite nicely showcased the main advantage of using the rear touch panel to interact with the game, your hand doesn't get in the way. I also played the whack game where you tap the monsters on the front or the back. Hitting the correct area of the rear panel was a bit hit-or-miss, literally, but I imagine experience using the touch panel will help with accuracy. The only real issue was that when holding the console normally I had my fingers all over the touch panel, instead of making use of the finger rest grooves on the back. So in mini-games that used the touch panel, I had to consciously make the effort not to place my other fingers on it.
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346
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Player / Games / Re: Sonic stuff (new sonic is the NSMB of sega)
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on: September 25, 2011, 09:16:07 AM
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I played Classic City Escape at Eurogamer Expo, and watched Modern City Escape. Very impressed with both. I only saw a single instant-death-pit throughout boths acts, and even that was labelled with a big warning sign. Can't wait for the game 
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347
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Feedback / DevLogs / Re: Trixie Treasure
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on: September 21, 2011, 03:13:58 PM
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Thanks! My drawings aren't especially consistent in style or talent, but that's the kind of thing I aim for with Trixie. I try to not make her too stereotypically girlie, despite all the pink. She has a personality in my head, which I can hopefully get across in the dialogue and whatnot.
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348
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Player / General / Re: What is your least favorite word?
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on: September 21, 2011, 02:34:55 PM
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Yeah, I don't know if either is technically more correct, or which came first, and don't really care. But I grew up with 'addictive', and 'addicting' *really* annoys me nowadays.
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349
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Feedback / DevLogs / Re: Trixie Treasure
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on: September 21, 2011, 02:11:54 PM
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UpdateRejigged the way things are rendered, so it's easier to draw UI, objects, etc etc. No direct progress on the third upgrade, it'll have to wait until next week. Thought I'd try and picture the gloves and boots upgrades a bit more clearly. 
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351
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Developer / Creative / Re: Games you'd like to make
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on: September 19, 2011, 03:16:47 PM
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1) Physics based bird flight simulator where the player controls each wing separately.
I see money to be made in this idea. Bird flight is one of the oldest human dreams. Imagine: You get to wear special controller gloves that you can twist and bend and flap. Lots of sensors. And this translates into the shape and motion of the bird's wings. Ah. The first thought I had after reading the bullet point was a rather less majestic "QWOP with wings".
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353
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Feedback / DevLogs / Re: Trixie Treasure
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on: September 19, 2011, 12:44:51 PM
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Update- Made a start on the third upgrade. Rather more complex to make than the first two. Should have made decent progress on it by the end of the week.

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354
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Feedback / DevLogs / Re: Trixie Treasure
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on: September 15, 2011, 01:36:19 PM
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Update- Couple more anims! I haven't posted any anims in a while, but most aren't that exciting, and some are secret. It's largely just covering more collision / movement situations, like crawling off ledges.
Unlikely pose time. 
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355
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Player / Games / Re: PS Vita
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on: September 15, 2011, 10:34:23 AM
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Yeah, I didn't want to revive the thread in too negative a manner, but the battery life is my main concern, as with the 3DS. At least on the 3DS the battery is replaceable so there's the hope of replacing it with a better one sometime; don't know if the same is true of the Vita.
I suppose, play the 3DS while the Vita charges?
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356
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Player / Games / Re: PS Vita
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on: September 15, 2011, 10:15:09 AM
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Aha, a Vita thread. *revive* I'm rather excited for it. I should get to try one at Eurogamer Expo next weekend, so I'm looking forward to that. In the meantime though it's all looking quite promising. Gravity Daze looks pretty cool. http://www.youtube.com/watch?v=RcNFuDXp-QEI'm also looking forward to playing some PSP games that I never tried, having never bought a PSP. I read that most downloadable PSP games will be compatible.
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357
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Feedback / DevLogs / Re: Trixie Treasure
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on: September 14, 2011, 12:10:10 PM
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Update- Added the extra grass tiles.
- Added flags for removing borders on tiles, so I can "embed" materials in others.

Fun times!
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358
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Player / Games / Re: Nintendo 3DS
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on: September 13, 2011, 11:08:43 PM
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Yeah I'd be all over F-Zero 3D. Weird there was never a Wii one.
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359
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Player / Games / Re: Nintendo 3DS
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on: September 13, 2011, 02:35:01 PM
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Sorry for being terribly obvious, but I really couldn't resist. 
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360
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Feedback / DevLogs / Re: Trixie Treasure
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on: September 13, 2011, 01:25:32 PM
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Whelp, I had two ideas in mind. I've no idea if they'll actually fit TT, but here goes;
One would be to negate falling damage (if you've it) ala Zelda, but instead of just that, you could make a special challenge where you've to get trought area without losing healt. Withouth the roll after jump, you'll lose healt at some points making a door close or something.
Another would be keeping the momentum to go under a closing door or go into small crawl space that has collapsing floor before it, so just walking/running to it wouldn't work.
And then I got another idea from what you said, crashing into walls to break them, or to bounce off from them and rolling to another direction.
Hope that gives you some ideas.
Cheers for the ideas. Timed areas and collapsing platforms are things that could fit into the game, I think (indeed I've already considered collapsing platforms before now). You've given me the idea that if Trixie hits a collapsing platform with too much momentum, she'll crash straight through it, but rolling would reduce the impact enough for the platform to not collapse immediately. Maybe in that case the roll should be actively initiated by the player by holding down, instead of being automatic. Maybe also, walking would allow Trixie to cross collapsible platforms without them collapsing. Plenty to think about anyway, thanks! As a side note, Trixie can already carry momentum into crawl spaces by running and sliding. Update- Added one very minor player animation.
- Added a slow motion button so I can more easily view what's going on in dodgy collision situations or if animations don't blend together well.
- Added support for multiple materials in the editor, and an XML to define material properties. I was going to add support for materials that extend beyond their collideable areas, to do the grass extending upwards, but that will be tomorrow.

(Tiles are all just placeholder graphics)
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