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880015 Posts in 33018 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 02:50:40 PM
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1  Developer / DevLogs / Re: Continue? Philly Under Fire on: April 23, 2013, 10:45:07 PM
Thanks for bringing that to my attention Frostride! We have a fix, but it's going to take a little time to get it implemented Wink Should be up in a few builds :D

-JB
2  Developer / DevLogs / Re: Continue? Philly Under Fire on: April 23, 2013, 07:21:14 PM
Good point on the grenades, I might swap it out for something else so that the player can develop a better understanding of them in level 2. I've talked with Continue, they'll be playing it on the show when it's done! :D

Thanks again!

-JB
3  Developer / DevLogs / Re: Continue? Philly Under Fire on: April 23, 2013, 06:45:22 PM
New build uploaded that should take care of the back end crash (online highscore submissions are just disabled until we sort it out). Also got some weapons in the other levels, the player is still a bit under-equipped in level 2 but we'll get more in there soon Wink

The new build (RC_21)
https://www.dropbox.com/s/yhwbygun98gjnhd/Continue_RC_21.zip?v=0mcn

@TNERB
Good catch on the "spotlight spawning" bug! It's been fixed, although that isn't reflected in this latest build Tongue The idea is to have the player duck under the firebombs as well in the water area, so I'll still have to work on it. As for the "handout" respawn, I think that might of been a symptom of having the camera pulled far enough away from the ledge that the player couldn't be there anymore, I'll see what can be done Wink

So, for the mech spider boss, was there anything in particular tripping you up or was it just a general difficulty kind of thing?

Big thanks for all the very useful input!

-JB
4  Developer / DevLogs / Re: Continue? Philly Under Fire on: April 23, 2013, 03:41:35 PM
I uploaded a new build (RC_19) and tried a different approach to inform the player about ducking in level 1 by using a character from the show to simply tell the player to duck. Crossing my fingers that this does the trick Wink

Download link:
https://www.dropbox.com/s/966rn61lngyaksz/Continue_RC_19.zip?v=0mcn

Cheers,

-JB

5  Developer / DevLogs / Re: Continue? Philly Under Fire on: April 23, 2013, 01:17:20 PM
I hear ya Udderdude! Quoted from the post:

"Level 1:
The big challenge in this first level is teaching the player what to do in the last section of the level. I'd go into further detail, but I don't want to skew how you react to it. Let me know what issues you run into."

So, basically it wasn't working for you! I'll be sure to put jumping back in (it doesn't impact anything one way or another) and see what other kinds of hints I can give the player to duck to avoid danger Wink

Thanks for taking the time offer your feedback Udderdude!

[EDIT]
Uploaded a new build (RC_18) and now the player can jump in water. Also added more ducks, not sure if that's the fix, but it might be a step in the right direction.

-JB
6  Developer / DevLogs / Re: Continue? Philly Under Fire on: April 23, 2013, 12:41:44 PM
Thanks for the kind praise Tarim!

The game will be free, and support online highscores, but it still isn't clear when exactly is will be launched yet! We're still working on getting some specific feedback from people regarding the difficulty and balance of the 1 player experience, and then we'll move onto getting 2P up and running Wink

Thanks for playing! Beer!

-John

7  Developer / DevLogs / Re: Continue? Philly Under Fire on: April 22, 2013, 10:38:56 PM
Heya Forstride! That's awesome that you're a fan of the show! Me too! I'd love to get your feedback on making it true to the show (particularly the writing).

I've talked with the guys and they will be playing this on the show once it's done! So some of the choices made (like controllers and the games length) is based on the needs of the show. What's funny is that they can't really play it now, since it can't be "spoiled" for the show.

I look forward to your feedback!  Gentleman

-Johnny B.
8  Developer / DevLogs / Continue? Philly Under Fire on: April 22, 2013, 08:30:06 PM
Hi all! I've been working on this Contra style shooter for what feels like forever now, and it's still under construction, but is very playable with a joystick!

Screenshots:




Title:
Continue? Philly Under Fire

Description:
Based on the web show "Continue?" play as Paul, Nick, or Josh in this 8-bit Contra style shooter! Blast the shit out of a ton of bosses in 3 levels of run and gun action to save Philadelphia from annihilation!

Platform: PC
File Size: 31.13 MB

Download Continue Build RC 21
https://www.dropbox.com/s/yhwbygun98gjnhd/Continue_RC_21.zip?v=0mcn

State of the game:
The game is being worked on, but it can be played all the way through. Here's an abridged list of things still being worked on:

1) Joystick support is working in 1P mode, but there is no keyboard support yet!
2) 2P mode is not functional
3) "Dom Mode" is not yet functional
4) Powerup drop capsules are sparse in level 2
5) Online highscore submission is disabled

About the show:
Here's a link to a recent show, just to give you an idea what the show is like:
http://www.youtube.com/watch?v=prseKlk0Dmc
In a nutshell, the show stars 3 friends that sit on a couch and play a retro game, and at the end will give it a thumbs up (or Continue) or a thumbs down (Game Over). It isn't really a review or "let's play" show however, it's more just 3 guys goofing off and making jokes while playing games in a improv kind of style.

Feedback:
At this point, we're still focused on making sure all the mini-boss and main-boss fights are fun and that the level design is solid. Here's a very brief breakdown of what I feel is working and what isn't. Any feedback, disagreements, and recommendations are more than welcome!

Level 1:
The big challenge in this first level is teaching the player what to do in the last section of the level. I'd go into further detail, but I don't want to skew how you react to it Wink Let me know what issues you run into Wink The bosses are listed in the order they appear.

Level 1 Bosses:
1) Drill Worm: I'm happy with this one, he's basic, but he's supposed to be.
2) Blade Beatle: I think this one is fine, I might rework it's sprite art.
3) Eyeball Boss: This one seems fine too, it's a bit long for a first boss, but that's part of the identity of the game.

Level 2:
Overall it's not bad, but it could be better. I feel like it goes for too long, but I've already cut it down quite a bit! Looking to see what areas drag the most.

Level 2 Bosses:
1) Robo Fish: This one might be too tough, but otherwise is solid.
2) Alien Wizard: I like this one, but it feels that the pattern might be too unforgiving.
3) Robot eye: This just goes on for too long, looking to distill it in some way.

Level 3:
I feel that level 3 is solid, but the area before the snail boss might be too tough.

Level 3 Bosses:
1) Ceiling monster: I feel like this one works fine, let me know if you think otherwise.
2) Snail boss: I'm happy with this one for the most part.
3) Triple Gauntlet: I'll be the first to admit it's totally insane, but that's sort of intentional Wink

Wrap up:
This game has been quite a lot of work! With some of your feedback and guidance, I think we can get this thing to be something really special for the show! Thanks for taking the time to read all this, and thanks for playing!

-Johnny B.





9  Developer / Unpaid Work / Re: Seeking 8-bit Illustrator on: December 05, 2012, 04:28:42 PM
The position has been filled! Thanks!

-Johnny B.
10  Developer / Unpaid Work / Seeking 8-bit Illustrator on: December 03, 2012, 10:37:51 PM
Hi I'm Johnny B with Lazy Brain Games Smiley

Lazy Brain Games is currently producing an 8-bit Contra style shooter for PC and we're in need of some cutscene illustrations! If you have experience working within NES restrictions and enjoy doing high-quality pixel art illustrations, then this is the gig for you! While we aren't offering money, this is a great opportunity to get your name attached to a project that will reach a sizable audience Wink


-JB
11  Developer / Portfolios / Re: Pixel Artist on: November 30, 2012, 09:46:57 PM
Heya Alex!

I'm interested in bringing you on for a project to create a set of NES styled cutscene art illustrations with a little bit of animation. All the frames are laid out and documented, there's about 15 or so cutscene frames needed. Drop me a line at [email protected] if you're interested!

Cheers,

-Johnny B.
12  Developer / Feedback / Re: Necro Gaia [complete] on: April 22, 2012, 06:19:04 PM
Wow, thanks!

I'd say it's more tower of defense than anything else I suppose Wink It sort of borrows from an earlier game I did, titled Factorium, which you can check out here if you're interested...

http://lazybraingames.com/factorium/

I'm happy to hear you liked the music, I made sure to set aside enough time to compose something that wasn't too pedestrian, although the turn around for the boss music is a bit whacky lol Wink

Thanks for playing!

-Johnny B.
13  Developer / Feedback / Necro Gaia [complete] on: April 22, 2012, 03:32:43 PM
Hi all! I have recently completed "Necro Gaia" for LD. Since I didn't have much time to tune it, I'd love some feedback on the overall difficulty and playability Wink

Necro Gaia is  an arcade styled defender using the mouse to drag and drop different attacks. I managed to squeeze in an interesting boss battle as well, so it has a little bit of everything Wink



Link to Necro Gaia
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11617

Thanks for playing!

-Johnny B.


14  Developer / DevLogs / Infernal Edge 2 on: March 23, 2012, 04:44:04 PM
Hi all! Lazy Brain is undertaking it's first feature length game; Infernal Edge 2! If you missed the original, here's the link to play it Smiley

http://lazybraingames.com/infernal-edge/

And a video just to give you an idea of what it's all about...
http://www.youtube.com/watch?feature=player_detailpage&v=fwYi9Na9Z2o

Since the development time on this is so much longer than my usual one-week schedule, I thought it would be a good idea to start up a dev log just to share some of the stuff going on during development, and to ask for advice when needed. Currently I'm just hammering away at it; each level is jam-packed with action, so I'm working a bit slower than usual Wink

Infernal Edge 2 is slated to have 9 primary levels, 1 intro level, and 3 finale levels. I'm starting in the middle and working my way out. The level I'm currently working on, "Planet Ra" is about half way done.


-Planet Ra-


Section 1
http://www.youtube.com/watch?feature=player_detailpage&v=YSL_Z04ZkY4

Section 2   Beer! NEW!
http://www.youtube.com/watch?feature=player_detailpage&v=ofkRldbmddw

I've never run a real dev log before, so let me know if I'm not doing it right lol.

Thanks for playing

-Johnny B.
15  Community / Announcements / Re: Infernal Edge 2 On Kickstarter! Help Needed to Save the Galaxy! on: February 24, 2012, 01:08:43 AM
Thanks for posting this James! Indeed Lazy Brain is on Kickstarter working towards getting funding for Infernal Edge 2! The video features yours truly, Johnny B. There's a ton of info in the updates, and there's a bunch of cool perks contributors. So stop on by and check it out!
:
Infernal Edge 2 kickstarter page
http://www.kickstarter.com/projects/1541312175/infernal-edge-2

Thanks for playing!

-Johnny B.



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