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998096 Posts in 39134 Topics- by 30545 Members - Latest Member: oxysoft

April 17, 2014, 01:23:39 PM
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1  Feedback / DevLogs / Re: Screenshot Saturday on: March 15, 2014, 12:19:26 PM
A GIF of our jolly clerk animation from Feeding Time's title screen
 
2  Feedback / DevLogs / Re: Screenshot Saturday on: March 08, 2014, 01:32:20 PM
One of the minigames in Feeding Time
 
3  Feedback / DevLogs / Re: Screenshot Saturday on: March 01, 2014, 12:35:58 PM
Tundra gameplay GIF from Feeding Time

4  Feedback / DevLogs / Re: Screenshot Saturday on: February 22, 2014, 01:22:23 PM
Another GIF from our upcoming Feeding Time

5  Feedback / DevLogs / Re: Screenshot Saturday on: February 15, 2014, 11:49:09 AM
Quick GIF from Feeding Time
6  Community / Townhall / It's almost EAT o'clock time! on: February 12, 2014, 03:14:34 PM

Hey guys, hope you check out the site (and the game, once it's out)!

On a *slightly* less self-promotional note, we also plan on updating our website with more dev-related posts (like this one) that some of you might find useful, so feel free to check out http://www.incubatorgames.com/ as well!

Cheers
7  Developer / Design / Re: 2D platformer design studies on: July 05, 2011, 08:52:55 AM
Glad you enjoyed 'em.
8  Developer / Design / Re: 2D platformer design studies on: July 02, 2011, 07:15:34 AM
I've posted the third part of my SMB 3 articles if anyone's interested: http://www.significant-bits.com/super-mario-bros-3-level-design-lessons-part-3

This one veers away from typical level design to focus on how the overworld hubs are structured and linked to the core stages, but I think it's still relevant to the topic.
9  Developer / Design / Re: 2D platformer design studies on: February 21, 2011, 01:50:58 PM
In case anyone's interested, I posted a follow-up to the SMB3 article that goes over the remaining worlds: http://www.significant-bits.com/super-mario-bros-3-level-design-lessons-part-2
10  Developer / Design / Re: 2D platformer design studies on: December 30, 2010, 02:59:14 PM
Deconstructing SMB 3 is a huge task, but if anyone's interested, here's my first stab at it: http://www.significant-bits.com/super-mario-bros-3-level-design-lessons
11  Developer / Design / Re: Tactics games. on: November 29, 2010, 11:54:45 AM
I've never heard of Future Tactics, but it seems pretty neat. We actually wanted to implement a bunch of its features, but only a few (such as destructible objects) will make it in as we had to pair-down the scope of the game.
12  Player / Games / Re: Why are there so few top-down 2D indie games? on: November 18, 2010, 09:34:38 AM
Like some people mentioned, I think it's mainly an issue of "bang for the buck."

Side-view games show visually more interesting environments while requiring fewer assets -- left/right character poses can be flipped (without worrying about up and down), Flash-esque bodypart animations work much better, it's easier to fill out the scene with 2D props while utilizing effects such as parallax, etc.

Of course it also depends on the type of game you want to make. Platformers work well with a side-view, whereas top-down games usually avoid complex jump mechanics due to the skewed/limited perspective.

13  Developer / Design / Re: 2D platformer design studies on: November 18, 2010, 09:14:31 AM
Thanks for the compliments!

Last time I took a stab at it I played through all of SMB3 and captured a bunch of screenshots as visual aids, but when I returned a week later to write the actual post, I forgot what a lot of the screenshots represented. I'll probably do the same exercise again, except this time with a notepad in hand.
14  Developer / Design / Re: 2D platformer design studies on: November 16, 2010, 05:36:18 PM
I wrote the above article (What Made 2D Platformers So Great), and I'm actually doing a post about some some of the level design lessons gleamed from SMB3. It's a little time consuming, but it should be worth it as the platforming articles always prove popular.
15  Developer / Design / Re: Tactics games. on: November 06, 2010, 04:53:49 AM
Progressively shortening animation times for effects might be a bit tricky, but it's a neat idea.

I'm not a huge fan of gaining new powers that take forever to play out either. I recently checked out FFIV DS, and its battles were so much slower (not even counting the summons) than the original's. Combat in Tactics games is already pretty lengthy, so our goal is to make the battles a bit more snappy all-around.
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