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Feedback / DevLogs / Re: lifeless: ECHRO
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on: July 23, 2013, 01:11:34 PM
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yeh it is
it would if he actually stated what the problems where instead of just saying "f u" tigs is a nuclear reactor.
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322
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Feedback / DevLogs / Re: lifeless: ECHRO
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on: July 23, 2013, 12:51:37 PM
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I wasn't trolling, learn to take criticism; current version gets tedious very quickly
"other was miles better" isn't criticism, now go away for reals. @Pemanent yup.
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324
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Developer / Art / Re: Art
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on: July 23, 2013, 05:34:59 AM
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@Hawt Koffee - More bucket head. Bucket head is awesome.
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325
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Feedback / DevLogs / Re: lifeless: ECHRO
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on: July 22, 2013, 02:58:58 PM
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Even though i do like the idea, bumping doesn't feel fun, it feels repetitive. Things don't really react, and there isn't much variety of bumps.
Looking forward to new builds.
edit: about the new build: improved, but the problems are the same.
Yeah, that's kinda a serious problem with the mechanics. Hopefully enemies that require you to hit them in the back, fire bullets at you will vary up the combat. Outside of the combat there will be lotso variety but the main thing should be fun. Got any ideas/pointers/etc? Just some ideas from the top of the head: -What about the further you bump the bigger the power/distance the bump goes? Then you add some pitfalls or spikes, things that makes the map dangerous, and that will make the game far harder and interesting (I think). -Add a stamina bar so you have to weigh your movement - Maybe add a special bar, so you could hold the button and use a more powerful bump. -Monster have different weights and body types, some will reflect you, some will be practically isolated, some will barely move, etc. -Make skills that only happen when you hit something, e.g. when you hit something it explodes after three seconds, hit and stun, etc. -Chain reactions. *Spikes and such, more hazardous things in the levels planned! *Stamina bar is cool idea but i don't know if it'll work with the current setup. (timedelay between attacks, all about staying in motion. *An extra activate able ability is coming  *yeah other enemy types are planned  *Yup more items with effects coming  *Chain reactions, they're already in there but more power could be added. 
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327
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Feedback / DevLogs / Re: lifeless: ECHRO
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on: July 22, 2013, 01:59:09 PM
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Platformer version was miles better
Hi internet troll. I prefer the top down version, everybody and their moms make platformers.
Ye. The floorboards make no sense at the size they are in comparison to everything else. It almost seems like mixing resolutions (even though it's not) because of how the scale is done on the cracks and whatnot.
Yeah i kinda got that feeling too, i'll see if i can get it to look better. Even though i do like the idea, bumping doesn't feel fun, it feels repetitive. Things don't really react, and there isn't much variety of bumps.
Looking forward to new builds.
edit: about the new build: improved, but the problems are the same.
Yeah, that's kinda a serious problem with the mechanics. Hopefully enemies that require you to hit them in the back, fire bullets at you will vary up the combat. Outside of the combat there will be lotso variety but the main thing should be fun. Got any ideas/pointers/etc? The floorboards make no sense at the size they are in comparison to everything else. It almost seems like mixing resolutions (even though it's not) because of how the scale is done on the cracks and whatnot.
Ugh god yeah. And it also highlights the fact that the floor is tiled because some parts of the paneling are smaller than others, and the non uniformity within each tile makes each one stand out and makes the repetition really noticeable. Cell, if you want the non uniform look, you should use decals like blood or moss to decorate the tiles, but keep the tiles uniform. Also, this might look pretty good with some dynamic lighting, if you can manage. Yeah i'll try sir. I had the idea of populating the level a bit more with more non-prop objects to vary up the level. Moss is a great idea. (had the idea of random plants and such) Still in development and some of these things are to be fixed naturally but feedback is what makes it actually become more obvious what the problems are and how to fix them. Keep the feedback up! :D Also, thoughts on shop system? (i sorta got idea which is basically a ripoff of tboi/paranautical activity/etc with three items with different costs randomly generated)
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331
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Developer / Art / Re: Doodles Thread
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on: July 21, 2013, 03:05:20 PM
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Cell, pokemon is cool, ya dork. I find that exercise you did (trying to fill in thumbnail silhouettes with forms) really challenging -- this lil article by Paul Richards is really educational. Link.this could be a fun forum game "Blob2concept"
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332
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Developer / Art / Re: Doodles Thread
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on: July 21, 2013, 02:46:04 PM
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Cell, pokemon is cool, ya dork. I find that exercise you did (trying to fill in thumbnail silhouettes with forms) really challenging -- this lil article by Paul Richards is really educational. Link.i easily see forms and creatures out of blobs and shapes. i guess that either makes me ready for concept art or crazy. Or both. i think both.
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333
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Developer / Art / Re: Art
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on: July 21, 2013, 01:31:37 PM
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It looks more in context there and fits more, i still do not like that font that much. Some less pixely maybe (higher res)? I don't know, pretty bad at designing gui myself Feel free to trow me a pm poe if you want to keep discussing without cluttering this tread. Edit: Oh well, not going to further comment on your artistic vision. *sigh*
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334
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Developer / Art / Re: Art
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on: July 21, 2013, 01:24:02 PM
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The font clashes with the rest.
That's the original logo... Then the original logo looks stupid I dig the sense of motion btw, @siskvard Still looks better than this: http://i.imgur.com/XltOrbg.png#Shotsfired Yeah, i know. Time to polish that up a bit <:3 I thought you where a cool dude poe tho, The font doesn't look that good and clashes with the rest of your game (which looks cool enough on it's own!).
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337
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Developer / Art / Re: Art
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on: July 21, 2013, 12:17:09 PM
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The font clashes with the rest.
That's the original logo... Then the original logo looks stupid I dig the sense of motion btw, @siskvard
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Developer / Art / Re: Art
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on: July 20, 2013, 02:53:08 PM
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 Just finished this promo piece up for poe's game! The font clashes with the rest.
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