Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1076052 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 05:39:13 AM
  Show Posts
Pages: 1 ... 16 17 [18] 19 20 ... 42
341  Developer / Art / Re: show us some of your pixel work on: November 16, 2013, 08:52:00 PM
@SolarLune, ah is it really too bright? I kept it a bit bright to keep some contrast where it appears in the game, though I suppose it could go darker:



@Damian, Thanks a lot!
342  Developer / Art / Re: show us some of your pixel work on: November 14, 2013, 10:58:47 PM

Mineshaft!
343  Feedback / Finished / Re: Tiny Dangerous Dungeons on: November 10, 2013, 04:59:06 PM
oh, that looks nice! Keep up the good work.
344  Feedback / Finished / Re: Tiny Dangerous Dungeons on: November 10, 2013, 04:26:12 PM
The more I see of this game, the more I want to play it! When you get a key or item, is there any way to check if you have it or not? I assume there might be a menu or inventory, since health is the only thing shown on the HUD.
345  Developer / Art / Re: show us some of your pixel work on: November 09, 2013, 08:28:31 PM
I just "play it by ear" and use what I learned from studying old sprites and graphics, really. If it doesn't look right I fix it until it does. Same goes for when I make music.
346  Developer / Art / Re: show us some of your pixel work on: November 09, 2013, 03:10:48 PM
A cluster is a group of pixels of the same color, that you arrange into larger shapes. You can think of clusters as brush strokes while painting.
Oh wow, I had no idea about any of this. thanks!
347  Feedback / DevLogs / Re: Screenshot Saturday on: November 09, 2013, 05:10:22 AM
It's a gigantic tree!
348  Feedback / Finished / Re: Tiny Dangerous Dungeons on: November 09, 2013, 02:27:44 AM
Ooh, this has potential to be something really impressive! I saw the screenshot in the screenshot saturday thread and immediately came here to see more about the game.
349  Developer / Art / Re: show us some of your pixel work on: November 08, 2013, 11:33:26 PM
@Neo, thanks! I'm not sure what you're referring to with "clusters" though.
350  Developer / Art / Re: show us some of your pixel work on: November 08, 2013, 09:12:21 PM
351  Feedback / DevLogs / Re: FROG SORD on: November 08, 2013, 07:51:02 PM
it bothers the shit out of me when I see a pixel art game with 'actual' particles.
Amen to that!
352  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: November 08, 2013, 02:18:56 AM
Thank you! I appreciate it!
353  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: November 07, 2013, 10:19:49 PM
I appreciate your vagueness in your answer, TheMightyDefault. No spoilers on how to solve any of the puzzles or anything, please.

In other news, the cave stages needed more bat enemies, so I sketched out some new concept art for some today:
354  Developer / Art / Re: show us some of your pixel work on: November 07, 2013, 08:32:47 PM
gunna make sum stickerx
holy cow, Delko- that is so 80s, I love it!
355  Developer / Art / Re: show us some of your pixel work on: November 05, 2013, 11:45:26 PM
Asked my pal to draw me up some flowers with faces on them, and I've been translating them to pixels all day today
356  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: November 05, 2013, 11:37:20 PM
Thank you! I didn't know about that doorway bug, and I'll get it fixed right away! Just another oversight I didn't take into account. That second bug seems to be that I simply forgot to place a wall on that side of the stage. Fixing that asap.

As for your question, those sparkles are significant, that's all I'll say.

Thank you for the feedback and compliments!
357  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: November 04, 2013, 01:23:34 PM
Thanks, Ito. I really appreciate the compliments!
And Connor, the demo download is on the very first page of this thread in red text near the top, and it's for pc.
358  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: November 04, 2013, 03:15:24 AM
Interesting... I wonder what caused it not to work on godsavant's copy, then. Also thanks, even though the fish only stopped once, it's worth at least looking into to make sure it doesn't bug again.
359  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: November 04, 2013, 12:48:32 AM
The first door in the level is bugged.
Oh my. I had no idea! I've looked into it, and that was just the result of a huge oversight on my part where I apparently removed the switch to open the doors on accident. I'll get this fixed and update the demo asap! I'll announce when I update the demo, and anyone who's already downloaded it, I would ask to please re-download it after that if they want to play past the starship stage.

  • On Vantage Point (as previously mentioned), a rocket midway through the level triggers as Jack jumps below it and sends its shrapnel right onto the platform you have to land on.
Ah, I must have forgotten to fix this one! My apologies. I'll move or delete that rocket now.

  • A Drill demon on the rightmost part of Ascension has too short of a patrol. He previously got hunt up on one edge of the platform, but even now, the platform is too narrow, making it nigh impossible to jump over him without taking damage.
Ah, I didn't know about that one, I'll fiddle with that specific enemy to see why he's getting caught on the edge there.

  • The new fish enemy is a welcome stand-in for those damn homing flies, but their projectiles seem to be bugged, and remain stuck to the side of platforms on certain stages (the screenshot below was taken in Onward and Upwards).
woops! I'll make sure they pop on impact like they're supposed to. It's something to do with the jump-through-able platforms.

Thank you once again for the extensive feedback, godsavant. I always look forward to your helpful criticism.

I used shield+gun and everything worked correctly. Basic weapon works too.
You could get past that stage in this new demo?

The only bug I found was in "Methuselah". One of those fishes was stuck in the platform and don't move.
Ah, I'll find whichever one in that stage intersects with a platform and see if I can get it fixed.

Thank you too, ashpd, I appreciate it.
360  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer on: November 03, 2013, 04:41:39 PM
Thanks! I'm not sure what "nearest neighbour scaling" is, sadly.
If you play past the third stage, I think you might find that it's not as simple as you think. I would not say this game is aimed at a younger demographic at all, actually.
Thanks for the compliments, though!
Pages: 1 ... 16 17 [18] 19 20 ... 42
Theme orange-lt created by panic