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381
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Feedback / DevLogs / Re: Elysis (Potions?)
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on: June 11, 2014, 10:10:41 AM
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^ That's an interesting idea - potions that do something related to the name, but not always the same effect. Perhaps it's randomized, or perhaps it does different things depending on if you use one on yourself vs against someone else (if you have the ability to throw potions, anyway).
I like the idea of potions giving you better abilities or advantages, though it seems like a quick-heal ability or potion would be a good idea still. Unless you can get hearts from enemies.
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383
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Developer / Art / Re: Art
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on: June 11, 2014, 07:52:20 AM
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That's pretty cool, Jad. It seems like the shadow on her neck should rise higher to convey her chin being tilted up (with her head back). I think her eyes are oddly, disturbingly open, as well, considering her tilt again. But I'm not really an artist, so I don't really know, haha.
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384
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Feedback / DevLogs / Re: Gearend - 2D Metroidvania
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on: June 11, 2014, 07:39:04 AM
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Hey, thanks!
I spent time over the past couple of days refactoring my Python Sprites module to work like FlashPunk / other SpriteMap modules, like:
spritemap = BGHelper.Sprites.SpriteMapMesh(obj['sprite'])
spritemap.add('walk', ['PlayerWalk', 0, 1, 2, 3, 4, 5, 6], 16, loop = True)
And then elsewhere...
spritemap.play('walk')
... Instead of using functions like it was written before (for some reason?). So, I also refactored Gearend's sprites to make use of these new SpriteMaps. Tiring, but I think it's for the best. The code's a bit shorter, I think, and seems easier to work with. The SpriteMaps have nice helper functions, like getting the length of animations or setting the FPS for specific animations, as well. Oh, and the map only displays on the pause screen now.
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385
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Feedback / DevLogs / Re: Lizzi
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on: June 10, 2014, 10:11:01 AM
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Yeah, this looks pretty fun. I like the colors you've got on that house - really bright and interesting, but not annoyingly so. The title screen's lookin' pretty nice, too.
Any plans on what the gameplay's going to be like?
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387
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Player / Games / Re: What are you playing?
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on: June 09, 2014, 11:57:00 PM
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I'm gonna go ahead and say this is spam, but this is the most intriguing spam I've ever seen. This is the new generation of greeting cards, you guys. We're talking dirt-to-gold level greeting cards.
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389
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Developer / Workshop / Re: Blundis learns to draw
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on: June 08, 2014, 07:08:01 PM
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The archer animation's pretty good, but the sword one is too slow and uniform. The slash should be the quickest frame, and should probably cover the most distance (i.e. from high up to the ground, basically).
As for the little elevator game, you want to be sure that you pay attention to the perspective. Because of the perspective, his legs should appear shorter on one frame (i.e. 1, 2, 3, >4< 5 6), with 2 and 3 and 5 and 6 being frames that he's "recovering" from the strikes that he does with his feet. I like the colors in the example game. Nice work.
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390
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Developer / Workshop / Re: Rocketmangrf's Thread
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on: June 08, 2014, 06:58:30 PM
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I like the look and feel of this art! It feels kinda like Transistor or Hyper Light Drifter. Ah, I see you were inspired by HLD - it looks like it. Nice color usage. I think the "Giraffe in a Cage" one could be more toned to match the foreground (the ground and giraffe) with the gradient background, and similarly with the Dark Temple. More blues would help it out, I think. Keep it up!
The character (while obviously rough), could benefit from some more colors to give him more form, and perhaps a tinting to make it more "cyber-like".
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391
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: June 08, 2014, 12:30:32 PM
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I like it, good job :D
I'm not an artist, but unfortunately I have no choice but to do art myself for prototypes :p I spend so much time on this robot and it still looks like shit, do you guys think it's bearable? He will get some fire particles from his boots later, right now he is flying by black magic.
I only spend a few hours making this, but somehow I enjoy it more than the usual prototype. The dog, boy and robot will all be controlled by different players, there will be a 4th one later if I ever get to it.
That sounds like an interesting idea. It gives me an idea like the robot fights giant monsters in a cityscape while the other players have a smaller objective, perhaps to go into buildings to fight enemies and defuse bombs or something. That kind of asymmetric gameplay would be awesome online. As for the art, I think you should up the contrast considerably on the robot. Also, move his front leg back so the players are walking on it, rather than the back leg (that kind of inconsistency doesn't help the gameplay, though it's not really a huge deal).
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392
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Developer / Art / Re: show us some of your pixel work
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on: June 06, 2014, 12:20:24 PM
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@Shawny - Both are really good, though the bear looks kinda weird having such small ears. It makes his head look really round, almost like he's basically a giant star with a bear's face. That's as best as I can analogize it, haha. Also, it seems like the girl's kinda missing part of her chin, in a sense. Not sure if that's correct, though.
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394
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Feedback / DevLogs / Re: Vagante
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on: June 04, 2014, 11:28:36 PM
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Hey, this is looking really cool! I like the gameplay and how much health you have compared to other games like Catacomb Kids (which also looks great, but seems like it might be harder to get into due to the lower amount of health). Do you start off with that much health, or are you leveled up in the video?
The gameplay looks fast, but manageable. Looks like you already have a nice amount of skills and weapons in there, too. Nice work so far!
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396
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Feedback / DevLogs / Re: Gearend - 2D Metroidvania
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on: June 04, 2014, 07:53:38 PM
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Thanks, you guys! It took time and effort (literally hours to get this to work), but I finally got an actual map up and running. This would be relatively trivial in a traditional 2D game, but since this is essentially "HD" in that there's no grid like old-school games, I had to use raycasts to find where the ground wasn't, which is where you can walk, and then create a list of lists out of that. Then I spawn the map tiles where those values indicate and lock the player to that grid. I could refine the corners a bit, and the player's not locking to the grid completely perfectly 100% of the time (I don't think), but whatever! I'm done!   I still have to add other stuff to the map, like exits, but whatever, I'll get to it. The map won't actually be visible all of the time; it's going to be on the pause menu, perhaps in another menu (or perhaps just visible normally). I have to kind of decide on that front.
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397
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Feedback / DevLogs / Re: Unnamed Action/Puzzle Platformer
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on: June 04, 2014, 03:33:05 PM
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Hey, this is pretty cool and could lead to some interesting puzzles. I loved Out There Somewhere, which had a similar mechanic to this game, though this is a lot faster. Nice work!
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400
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Feedback / DevLogs / Re: Elliot Quest
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on: June 03, 2014, 06:44:18 AM
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Nice evolution. I like the atmosphere in your screenshots  Yeah, this looks pretty great! I bought it Alpha-funding on Desura some time ago - glad to see you polishing it up! It played pretty well.
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