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361
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Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer
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on: November 03, 2013, 03:10:16 PM
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That's what people have told me before, but they only linger on the left side of the screen, so you should be able to dodge while standing relatively close to the boss, which you have to do anyway in order to attack it, unless you're using projectiles. Jumping in the air and dodging is also another viable option. The point is that you should find your own tactics for each boss and miniboss in this game, figure out what works best for your playstyle.
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365
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Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer
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on: November 03, 2013, 04:07:29 AM
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Alright, everyone. I just uploaded a brand new updated demo, it's on the very first page of this thread next to the red text on the top! Please download it and tell me what you think! I've improved the game a ton since the last demo (which was almost half a year ago) Also, any gripes, bug reports, or anything wrong, please tell me asap so I can get to work fixing it.
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370
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Feedback / DevLogs / Re: Carousel
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on: October 31, 2013, 10:27:22 PM
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Hm, well, I personally like crisper graphics, but your style here is certainly unique. It gives a sense of colored pencils I think. If the player sprite matched, it would fit a lot better I'm sure.
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371
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Feedback / DevLogs / Re: Carousel
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on: October 31, 2013, 10:16:47 PM
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It certainly looks more organic than the previous art style. I'm not sure if I really like the scratchy outlines on everything, though. It makes it look like the characters don't really belong in the same environment to me.
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372
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Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer
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on: October 31, 2013, 10:02:51 PM
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 Spruced up the Game Over screen, so that it's not as dull now. If you select "continue", Jack's skull shakes and then flies upward again so you can continue on your adventure. (considering making the non-highlighted text red as well, so it doesn't look as odd against the background there)
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374
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Feedback / DevLogs / Re: Carousel
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on: October 31, 2013, 12:47:36 AM
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Is that, like, a general example of what the new art style would look like, or is it literal? Would you be opposed to making a little mock-up screen of what that new art style would look like?
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375
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Developer / Art / Re: show us some of your pixel work
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on: October 31, 2013, 12:34:17 AM
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1) The hatted guy's ear seems like it might be a bit too large
 I shaved a bit of his ear off and fixed his hat and eye. Also finished the whole image. Look any better? The VS was haphazardly placed offcenter, my bad.
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376
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: October 30, 2013, 01:15:01 PM
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The angle on the monsters and player are completely wrong.
In 08's defense, it's tradition in a lot of top-down perspective 2d games to draw the sprites at an impossible angle to show more of the sides of the character, rather than just the top of their head for the entire game (which would be rather boring if you ask me). 
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377
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Developer / Art / Re: show us some of your pixel work
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on: October 30, 2013, 02:52:08 AM
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Here, have another from something else top secret. It may be of note to say that I've recently been able to play an imported copy of Galaxy Fight, and it's been influencing my style today. I realize now as I post this that the shine on his eyeball isn't in the right place. 
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378
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Feedback / DevLogs / Re: Carousel
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on: October 30, 2013, 12:30:33 AM
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Holy cow, why haven't I seen or commented on this thread earlier. This project looks incredibly interesting and unique!
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379
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Developer / Art / Re: show us some of your pixel work
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on: October 29, 2013, 11:47:41 PM
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Sweet looks like it would be an intro to a raiden like game!
Thanks! That's actually one of the influences behind it, alongside the cinematics from Super Aleste
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