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401
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Feedback / DevLogs / Re: Yamato
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on: May 28, 2012, 09:37:29 PM
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Well, it's 1:30. Tomorrow I have to be up and out very early, but I just finished up a few last touches. There's still more to be done. Technically, I'm not done. But it's playable, it's fun, and it'll be released for everyone to play soon. And it's full of possibility. Score/Time/Deathmatch modes. Different maps. New powers. Ladies and gentlemen, good night. Keep an eye here if you can, I appreciate the support. 
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402
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Feedback / DevLogs / Re: Yamato
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on: May 28, 2012, 06:30:49 PM
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Don't worry. The backdrop is next on my agenda. I am making a proper list so I don't actually lose it trying to think of what needs doing. - backdrop (blocks are hardcoded but invisible in-game)
- controls screen
- credits add to title
- char anims
Just added the final sound, promptly provided yet again by KomradeJack. People. This guy, this guy.
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403
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Feedback / DevLogs / Re: Yamato
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on: May 28, 2012, 05:37:03 PM
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One final screenshot before I finish. Time left: 2:35. Left to do: add last sounds. Add a couple of UI touches. Add backdrop. Add controls screen. Upsample character animations. Now that everything else is proper res they look rather silly. Figure out dumb UI issue that sometimes makes numbers disappear? I can only hope for that one. Wish I had time to fit in a run. It's been a long day 
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405
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Feedback / DevLogs / Re: Yamato
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on: May 28, 2012, 01:29:41 PM
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Scroll un-twinkied. More particle effects. UI prettied up some more. Low-res things increased.
Almost there, folks.
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406
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Feedback / DevLogs / Re: Yamato
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on: May 28, 2012, 09:56:05 AM
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All powers work. Fire now makes your next attack into a triple flame attack that ignores walls. Smoke creates a big particle puff and also acts as a triple jump, allowing you to escape at an oblique angle. All that's left is win conditions and death, menu/title, inserting the existing sound/music and one glaring thing you might guess from this screenshot  Also I have to make the scroll not look like a twinkie Go go go
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407
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Feedback / DevLogs / Re: Yamato [SEEKING TITLE SCREEN ARTIST]
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on: May 28, 2012, 08:05:35 AM
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Particle systems are in. Kunai that hit walls leave little dead kunai particles behind to fall away. Almost all abilities are in. Improved UI and kunai count are in. Found a title screen artist!
Running down to the wire
Screenshot as soon as I take a break
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408
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Feedback / DevLogs / Re: Yamato [SEEKING TITLE SCREEN ARTIST]
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on: May 28, 2012, 05:31:47 AM
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I'm still unsure about the sketchy one, as it's mixing pixel resolutions.
There are 5 abilities: Fire, which turns your next attack into a block-ignoring line of death Windmill, which fires Kunai in 8 directions Teleport, which does exactly what it says Smoke, which darkens and distorts the area around you and Speed, which also does exactly what it says
Currently attempting to get up to keep working.
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409
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Feedback / DevLogs / Re: Yamato
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on: May 27, 2012, 08:35:19 PM
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I need to sleep. Going to be a very busy day tomorrow. Here's where I am now! 80%! Most of the special abilities work. A lot of the art is roughed but not in. The UI still needs work. Game still needs a start menu. Sounds and music are ready to be put in. And it needs win conditions.  Here's my question now: given that this is a hurried project and that I'm getting lots of input and help from people, would there be someone who wanted to take a crack at a simple title screen? Something sketchy is fine. I'll be able to come up with something if not, but I'd love the help at least for now. Plus your name would be on it too :D The rest of the art, I'll tackle tomorrow.
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410
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Feedback / DevLogs / Re: Yamato
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on: May 27, 2012, 06:01:58 PM
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Aaaaaaaaaaaaand there are weird edge cases that make that not work too.
New version: scrolls for everyone! If you can't kill the others before they get there, too bad.
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411
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Feedback / DevLogs / Re: Yamato
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on: May 27, 2012, 05:50:17 PM
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I did try that (among other methods, lots of them) but they always favour the first player mentioned in the code, or require a complex set of calculations which can easily screw up (and do.)
Since you'll be attacking constantly anyway, instead it's 'you can't touch it if someone else is' because if that's the case then one of you will likely have gotten hitstunned already and then you will briefly ignore collisions with the scrolls, giving it to the other person.
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412
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Feedback / DevLogs / Re: Yamato
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on: May 27, 2012, 04:23:18 PM
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Ok, so making solid progress, but I've hit another wall. Currently working around it. Here's the trouble: When multiple people collect a scroll at once, they all get the score. It also causes multiple new scrolls to spawn. Not sure how to address this.  I could make it so only one person can be touching it at once to collect it so you have to fight over it, but that's kind of weird to be able to touch it at all without collecting it. In the meantime I'm working on special abilities and a bit more art. Almost there!
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413
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Feedback / DevLogs / Re: Yamato
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on: May 27, 2012, 08:52:07 AM
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Now have the option to switch between twinstick and abxy shoots. Now have sound and music thanks to the lovely and talented Jack Menhorn. Now have attacks that look like kunai instead of lasers. Time to break for lunch!  Doesn't look like much yet, but stay with me. We do good work!
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414
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Feedback / DevLogs / Re: Yamato
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on: May 27, 2012, 07:26:06 AM
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Working fast! Got the new twinstick method in, the slingshot, and it's a hell of a lot of fun, so it should do nicely! Shined up my font and made it nice colours for the 4 player UIs. 
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415
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Feedback / DevLogs / Re: Yamato
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on: May 27, 2012, 07:16:05 AM
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I'm in a huuuuuuge hurry! The hugest. If you can help I'd absolutely love it, but I didn't want to try to nail you down for a short short deadline. If you're up for it anyway, hit me on Skype and we'll talk 
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416
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Feedback / DevLogs / Re: Yamato
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on: May 27, 2012, 05:57:57 AM
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Actually, that's a neat idea! I'll try throwing it in and see how it goes.
Platforming has been tweaked and retweaked and feels good. Still floaty, but that's not such a bad thing. Now I'm going to tackle art so I'll have something to show.
It's GUI time!
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417
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Feedback / DevLogs / Re: Yamato
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on: May 27, 2012, 05:36:38 AM
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Solved my resolution problem with Construct! Make the game widescreen and just shrink the window size to 4:3 when needed and center it about an object.
My game is now 1024x768/1366x768! You can tell what is happening! Sprites are 32x!
Twinsticks is running away with it... I'm trying to think of a way to make it so you can't just spam by rolling the stick about, because you have limited shots per time and being able to spam would probably just get people killed.
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418
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Feedback / DevLogs / Re: Yamato
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on: May 26, 2012, 08:26:20 PM
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Ok um I've tried every single possible solution from the Construct forums (4 so far) for making smooth fullscreen upscaling and absolutely none of them work and there's no easy letterboxing method.
So that's a thing I'll have to address since it directly affects the resolution of my game art.
So tomorrow: More art (hopefully) and the last of the mechanics: scrolls and powers.
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419
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Feedback / DevLogs / Re: Yamato
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on: May 26, 2012, 07:55:53 PM
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Thanks for the input!
I'm currently wrestling with Construct's inability to do easy fullscreen. We'll see how this bears out, because it's going to be important...
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420
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Feedback / DevLogs / Re: Yamato
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on: May 26, 2012, 07:10:54 PM
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Perhaps, but that would double my game resolution and due to a fun quirk of Construct I wouldn't be able to test it properly on my laptop of lower resolution. Plus, I can just double it later. Rooster! Sort of. 
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