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1075971 Posts in 44154 Topics- by 36120 Members - Latest Member: crochi

December 29, 2014, 07:43:34 PM
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541  Developer / Art / Re: show us some of your pixel work on: November 07, 2011, 08:44:00 PM

542  Developer / Art / Re: show us some of your pixel work on: November 06, 2011, 08:38:24 AM
Thanks guys. Like Atnas said I was going for something like the deer's legs.
@Atnas - Yeah you're right about the head wobbling a bit  Smiley

@Spooner - Your game is looking sweet!
543  Player / General / Re: Things that Rock on: November 05, 2011, 11:22:00 PM

I love that heartland bacon.


Snagged that from this- Still Photos With Subtle Motion
544  Developer / Art / Re: show us some of your pixel work on: November 05, 2011, 11:12:54 PM
First Blitz Meet monster

edit-fixed shadow on the tail
545  Player / Games / Re: Game identification... GAME. =) on: November 05, 2011, 07:35:10 PM
Ah sorry about that  Embarrassed. I just got excited to post a Trog screen to see if anyone else had played it. I threw a wrench in that one. I guess just skip over me and continue guessing?
546  Player / Games / Re: Game identification... GAME. =) on: November 05, 2011, 07:13:37 PM
One of my favorite games when I was a kid
547  Feedback / Finished / Re: Blitz Meet on: November 05, 2011, 03:23:38 PM
I've gotten a lot done this week  Smiley

-Lighting system finished
-Pretty torches
-Destroyable doors
-Event system is done. The players are lowered in on the platforms, there is a delay for the player character's intro animation, then a ball is spawned in the arena.
-If you hit the ball into the center pit, embers will shoot out and rain down on your opponent!


-Did a mockup of one of the monsters that will be trapped behind the doors

-If you try to cross over onto your opponent's side, you are bounced back by a force field with some lighting and particle effects.

Things I want to start this coming week:

-Animate the monster and get the game over event going when you destroy your opponent's wall.
-Sound fx
-Music
-Other character concepts
-Weapon concepts
-Background art

@grayfox88 - I hope to have something playable by mid november for everyone. Hopefully finish this by 2012.

Thanks for dropping in doodes.  Hand Thumbs Up Right
548  Developer / Art / Re: show us some of your pixel work on: November 01, 2011, 07:08:05 PM

dem child-bearing hips.
excellent mate selection.
I lol'd. Great stuff Swarms. I always look forward to seeing your pixels here.
549  Feedback / DevLogs / Re: Neon Strikers on: November 01, 2011, 07:01:59 PM
I'm stoked to see all the progress you're making on this Shelby! It's looking nice. I played it a bit and here are some thoughts I had.


-Nice consistent visual style
-Easy to pickup and play without any explanation
-The color damage multiplier would be satisfying if the way you change your hue wasn't so clunky and slow. It's a cool idea but As I got more into the game I didn't even bother with that mechanic. It was much easier just killing them regardless of color. As of now, it really breaks up the action waiting to go from one color to the other side of the spectrum. If you did what Chris Pavia suggested by speeding up the shift rate, I think people would accidentally cycle past their desired color and just get frustrated.

What if right clicking fired a round that would copy the color of the ship it hits? Or killing a ship would drop a little pickup that would match your hue to the enemy ship nearest you? That could lead to some really cool chain kills.

Keep up the good work  Beer!
550  Developer / Technical / Re: Strange Keyboard Input Problem on: October 30, 2011, 07:49:54 PM
Wanted to reuse the topic for another issue I'm having.

Here's a script I made to shut off key input when global.play=false
Code:
//Script named check_key

if global.play=true
{
    return(keyboard_check_direct(argument0))
}


I use the spacebar to switch this on and off for testing.

I use the script in the player object like so
Code:
if check_key(ord('K'))
{
   atkTimer+=1;
   charge=true; 
}

The odd thing is if I press K when global.play=false, release, then switch global.play to true, it makes charge=true and atkTimer=1.

Why isn't this holding water?
551  Feedback / DevLogs / Re: Hellas - greek vase platform prototype v4 on: October 30, 2011, 07:32:56 PM
I let out a little "Ha ha!" on the last bit of the newish gameplay video when you picked up the block Grin. Visuals look excellent.


Concerning the jump thru platforms-

If you're using place_meeting(x,y,obj_jumpthru) that will return true if you are intersecting with it. Try having the collision happen only when:

(EDIT)vspd>=0(falling or stopped)

place_meeting(x,y+1,obj_jumpthru)(above it)

!place_meeting(x,y,obj_jumpthru)(not inside of it).

Hope that helps.
552  Feedback / Finished / Re: Blitz Meet on: October 29, 2011, 02:56:31 PM
@Virion-Oh man, take a picture with him haha
@Ashkin-Yeah good ol' pong with some platforming

Today's progress-

-implemented the easy lighting extension (as seen in Gabriel Verdon's "The Archer")
-got basic torch/ball/player lights working
-did some work on the tile set
-made some placeholder background bricks to see how the light looked on them

Here's a screen and video. Please excuse the horrible video quality.

Dev Video 1

The pit in the center is going to have some nice flames/particle effects. The idea is that if you try to cross onto the other player's side, a pillar of flame will shoot up damaging you and knocking you backwards. If you happen to hit the ball in the pit, embers will shoot out and fly towards your opponent. The embers will do a small amount of damage.

There will be two ways to die:
-Getting eaten by the monster behind your door if it breaks
-Getting hit by the spiked ball or the embers enough times

I was thinking about recycling this old monster sprite I made as one of the captive monsters. That's a 64x64 sprite so it will look massive in this game  Wink


Right now I'm just getting the core game done and basic art assets, then I'll add different characters/weapons/etc. Those chandeliers/anchors will be suspended from ropes and hopefully swing a bit!
553  Developer / Creative / Re: The Inability to Finish Games on: October 29, 2011, 12:20:54 PM


And everybody said amen.
554  Developer / Creative / Re: So what are you working on? on: October 29, 2011, 11:39:02 AM
My eyes!  WTF

http://youtu.be/sQY9hpjvTjE
555  Feedback / DevLogs / Re: Saturated Dreamers on: October 27, 2011, 07:16:09 PM
I think I'll be skimming around the water listening to the music for awhile, taking it in. Those underwater craters are a nice touch.
556  Feedback / DevLogs / Re: moonman on: October 27, 2011, 05:02:09 PM
This guy is growing on me haha. I think it's that perpetual smile. The jump animation is fine but maybe bring down his torso a pixel or two when he lands to show more recoil. He is jumping pretty high.
557  Feedback / Finished / Re: Reprisal on: October 27, 2011, 04:37:24 PM
I'm ravaging a village right now! It would be nice if the arrow keys went straight up and down and not se,sw, ne, nw. Pretty fun so far Smiley
558  Feedback / Finished / Re: Blitz Meet on: October 26, 2011, 09:52:18 PM
@Linx & astrofra - Thanks guys. It seems like every art asset I make starts out complicated and I have to go back and prune it to make it more simple. I'm learning that less is more in most cases. And yes this is being made in Gamemaker 8.1

So today I was working on the art for the doors that hold the monsters back and got a chance to play the game with my buddy.

He had never tried it and I was stoked when he was able to jump around and smack the ball with ease within a couple minutes. One of these nights I'll hook up a mic and record my roommates playing against eachother. That will be ridiculous  Cheesy


Also, I implemented surfaces to draw the screen so the pixels in-game are nice and crispy.
559  Developer / Art / Re: 3D thread on: October 26, 2011, 11:21:12 AM
Blender all the way for me. Here's a shot of something.



Hey, shut up, man! It's 3D! It's totally 3D!   Hand Shake Left Mock Anger

Totally rad as always SolarLune.  Hand Thumbs Up Right
560  Feedback / Finished / Blitz Meet [fin] on: October 25, 2011, 06:48:43 PM
Since the beginning of October I've been thinking of a fun multiplayer game for my roommates and I. I've already got them addicted to Super Crate Box haha. This is what I came up with:




synopsis
Strike the metal ball at your opponent's wooden door to free the monster behind it; turning him into finger-food instantly. Use the powers from the pedestal like ember rain, phantom split, the slip, and the CHAIN ARM to aid you in this battle to the death.

The Slip


Chain Arm



LINKS TO UPDATES

October 26th 2011

October 29th 2011

November 5th 2011

November 16th 2011

December 1st 2011

December 26th 2011

January 2nd 2012 - First beta released

January 8th 2012 - Second beta released

January 10th 2012

January 15th 2012

January 18th 2012

January 24th 2012

January 28th 2012

A few inspirations
-Pong
-Smash Bros.
-Super Crate Box
-Mario Tennis
-Legend Of Princess
-Wario

I'll update this at least once a week and post screens and whatever on Twitter @SeasonsDev as I go as well.

I'm creating this with Gamemaker 8.1 using Matt Thorson's Grandma Engine and Arne's generic 16 color palette for the art. Windows only unless there is some way to port GM games to mac? It will be freeware when it's complete.

Thanks for taking a look at my first devlog   Beer!
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