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441
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Developer / Workshop / Re: A Verb a Day Keeps the Suck Away
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on: June 03, 2012, 04:12:40 AM
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egh, I fell off of this pretty quickly. One a day turned out to be a little more than I expected, so I'll be trying for AT LEAST two a week from now on and try to get more in if I can.
Today is Shoot, Tomorrow is Lift
it really is difficult to do something at that rate (especially an animation, a sprite a day itself is difficult) anyway the animations are lovely and they would definitely go well in a portfolio  keep up the good work!
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442
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Developer / Design / Re: starting the game off with a boss battle
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on: June 02, 2012, 10:38:15 PM
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Actually, I want to avoid anything that makes the game come in contact with the player at all. I want the game to come in contact with the character you play making it feel like you're actually the character. I mean, we sure don't want people telling us what to do or what buttons to press we kind of want to play it our way and learn without getting too frustrated that we have to google what to do. I'll probably teach them to swim by throwing them in the shallow water rather than giving them floats.  The boss would be a somewhat silent tutorial like Azure mentioned in Super Metroid where you face Ridley which teaches you all the mechanics of the game such as fighting and the basic movement (not including wall jumping and other stuff but those are taught to you by the critters in Brinstar. ANOTHER example of how the game introduces mechanics to the player not through popups but through interaction between the character and the environment he/she is set in.
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446
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Developer / Art / Re: show us some of your pixel work
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on: June 02, 2012, 03:32:55 AM
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try using GraphicsGale. also, offset it with Paint maybe? anyway, you know that frame where both his legs are probably up in the air, move it up a pixel or two 
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447
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Developer / Writing / Re: Hate the antagonist
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on: June 01, 2012, 12:54:52 PM
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Space Pirates and Zombies spoilers
Megaman X Command Mission pretty much did the same thing. spoilerSpider is invited to the party where you use him for quite a while and love everything about him (because he's fucking cool and has cool attacks) but then he leaves for a while and you face him in the end as Redips (Spider backwards how can we all have been so blind) i hated him so.. i leveled him up and this is how he repayed me
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448
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Feedback / Playtesting / Re: Reflect
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on: June 01, 2012, 12:12:47 PM
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i LOVE IT    my highest score is 17 so far i need to get to bed but this is too fucking addicting lol! but pls get rid of the sliding/skidding it's really annoying especially if you want to destroy close by enemies also, probably make the enemy spawn much more visible? (or is that part of the difficulty) i'd love to make pixel art for this if you want to  EDIT: now it's 24! btw, you MIGHT wanna change the name it's too generic but i love the music! RE EDIT: are there ships that shoot 2 consecutive shots? i want more info on that or possibly convey it in their appearance. also, i totally hate the spawn in my face thing that always seems to happen (mainly because i don't see the ships actually spawning too much because it just fades in) RE RE EDIT: too addicted got 30 now must sleep thanks for the lovely game
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450
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Developer / Design / Re: Good controls for 2D shooting games on touch devices?
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on: May 31, 2012, 11:19:28 PM
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The best way to mitigate that disadvantage is to make the virtual buttons look as much like real buttons as possible.
Actually this isn't true because in touch devices the gimmick or the simple game mechanic is usually the game itself. They normally have one game mechanic or two which represents the game entirely. Unlike ordinary games on consoles, there are multiple mechanics for the game however on touch devices a single mechanic IS the game. A good example would be Gravity Guy where the game mechanic of changing polarities is the only action you can do as you automatically move right. VVVVVV used this mechanic but combined with left and right movement that YOU control. Temple Run has a single game mechanic as well because you CANNOT combine the jumping with sliding as you can either with changing direction. A game for a touch device MUST be designed for it and shouldn't feel like a port. Canabalt does this very well
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451
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Developer / Design / Re: starting the game off with a boss battle
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on: May 31, 2012, 11:13:54 PM
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No the battle against Vile doesn't count because you learn the mechanics of the game before you battle him. I'm talking about learning the mechanics of the game DURING the boss battle.
An example of sweet spotted boss is the Green Devil from Megaman & Bass where you needed to deal a certain amount of damage to the body so the eye will open (blatantly shows you that you must attack it) and let you hit it to actually damage it.
Similarly, Super Metroid has bosses like Kraid where you must attack the red gem on his head and let his mouth open or like Phantoon where you can only attack him when his eye is opened.
I do have the tiles planned where it is fairly obvious that it can be destroyed just by looking at it. Also, the boss enters the screen through similar looking tiles (which kind of tells the player that the boss can destroy those tiles)
I don't plan on doing any cutscenes because I want all the experience come directly to the player. (this platformer idea is heavily inspired by Super Metroid and Megaman X)
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459
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Feedback / DevLogs / Re: Screenshot Saturday
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on: May 31, 2012, 03:39:29 AM
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@Indecom - I hope all of that is just 1 game where the gameplay varies lol  Coded running and jumping, I'll do some wall jumping soon.
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460
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Developer / Design / Re: starting the game off with a boss battle
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on: May 31, 2012, 01:22:21 AM
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Exactly, the starting bosses have ALWAYS been very easy to beat and did not require much thought. The idea have in mind is pitting you against a boss that you cannot face WITHOUT the game mechanic that you must acquire by manipulating the boss's own attacks (homing missile).
However, after acquiring the said power, you don't only mash buttons to beat him but he still has a certain pattern that you must recognize in order to know when to strike. Now is that too harsh to start the game?
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