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877395 Posts in 32863 Topics- by 24301 Members - Latest Member: khanstruct

May 19, 2013, 12:13:52 PM
TIGSource ForumsDeveloperFeedbackJetPilot GoNow (Working Title) (DEMO NOW!)
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Author Topic: JetPilot GoNow (Working Title) (DEMO NOW!)  (Read 7154 times)
Alec S.
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« Reply #15 on: December 23, 2010, 05:49:29 PM »

This is looking pretty cool so far.  Plus I like the music.
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Amon26
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« Reply #16 on: December 27, 2010, 05:23:58 PM »

Ive been doing all these crazy doodles and conceptualizing on napkins and notebooks and i was going "man, I have so many fun ideas for these characters that I can't fit them all in a little game" 

I don't really have the energy to dedicate to writing a whole comic book, but I'm going to try putting together a cute coloring/activity book and selling it for as cheap as I can on lulu once the game is out. 

In the meantime have the first page: It's a drawing of one of K.Ruptor's Dredge-invader jetcraft.  Print and get your crayons.  I hope you like it.

http://img.photobucket.com/albums/v64/amon25/jetpilot_badguyjetcopy.png
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Amon26
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« Reply #17 on: January 19, 2011, 04:19:33 PM »

Hot porno-ponies, the demo's dropped!  It's short but hey, it's fun and it doesn't crash and it gives you a good taste of what's to come.  FREE TOY INSIDE!

LINKY
http://www.box.net/shared/a1xe9x8595
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Geothermal
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« Reply #18 on: January 21, 2011, 08:51:42 PM »

I wish the paralax was a lot better. Things are frequently rendered out of order and there's no "lighting" or saturation change on the background elements to make them feel like they have any depth.

My simulation of Alan Shepard Jr. playing Golf on the moon had better parallax than this!

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This is my game. I sort of suck at making it.
Amon26
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« Reply #19 on: January 21, 2011, 11:23:29 PM »

woah! heck yeah it did!. I'm learning this false depth of field trick as I go, so I hope to get better at it as time goes by.  just lots of tricks with the depth variable, and the image_xscale/yscale variables thrown into the step events.  My code's ugly as sin.
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moi
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« Reply #20 on: January 22, 2011, 12:12:23 PM »

nice, I liked it
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lelebęcülo
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« Reply #21 on: January 23, 2011, 06:46:27 AM »

I really like the graphics and the view and everything a lot. Sure it doesn't look realistic but it has a lot of style and looks awesome!

I thought that the enemy design could use a bit of work at the moment. Most of the enemies seemed to be the ones that flew in from behind and just directly past you. I wasn't really sure if they were supposed to be enemies or not because they were flying in from behind and flying right past me without shooting. I figured I was supposed to shoot at them because they were the only things on the screen, but I didn't feel like I was under attack, it was more like I was losing at an airplane race. I think that the game might work better (and makes more sense to me) if most enemies came in from the front.

I didn't really realize I could overheat my weapon until the boss. That's a good idea but it's hard to tell when the gun is going to overheat, the indicator just turns red at a certain point after shooting too long. Maybe have the indicator slowly change from gray to red as the player is firing so they can know when to let up on the gun.

The boss seemed like he had way too much health. I filled many many bullets/missiles into him and it just felt like it was taking forever. He doesn't have a lot of variation at the moment so it's easy to lose interest quickly. There also seemed to be some positions on the screen where I could just stay there and be perfectly safe. I really liked the ending screen whenever you beat him, it was really funny.

I found it really funny that the player picks up ice cream, soda, etc in an airplane to regenerate health.

Overall, I thought it was really good so far. Grin It seems like it has potential to be a very awesome game! I'm interested in checking out some more updates once you have them!  Wizard Hand Thumbs Up Right
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Amon26
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« Reply #22 on: January 24, 2011, 07:36:42 AM »


Preview of the next stage, "Big wu boogaloo" The colors all still need serious work, and i'm doing lots of experiments with new badguy behavior.

also..
Who, if anyone tried making the papercraft model of Sparky's "YellowJacket" anyone?  I knocked one out the other day while with friends at a Steak and Shake, they're really nice.


Stay tuned
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Geothermal
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« Reply #23 on: January 24, 2011, 03:45:08 PM »

You're goin' down, volcano!

Heheh, Damn I wish we had a restaurant here called steak and shake. Closest thing is "Steak and Egger" and it's disappointingly bad.

Yeah, I really like the graphical style of the game too but gameplaywise it just isn't really hooking me much yet.

I don't feel like I really know where I am shooting. Like, I can't tell when I'm in the right spot to hit a guy before I hit him, then I know, but not before that. That's what it feels like to me anyway. Same thing goes for enemy shots, I just try to stay well away from them because my concept of where they are gonna actually hit is too fuzzy, so I just sort of try to stay equally away from every shot on the screen and it doesn't make me feel really great and when I get hit it just feels sort of random.

I think I would like it better if I could recognize the path of enemy shots better and had more of an idea of where they were going to go throughout their flight and/or if there where more enemies that had some sort of targeter thing that you had to get away from like you have in there sometimes. I'd like to see the plane or whatever that is actually doing that though, so it felt more dramatic instead of just this faceless targeter thing that goes away when I shake it off for long enough.
« Last Edit: January 25, 2011, 06:36:05 AM by Geothermal » Logged

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cactus
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« Reply #24 on: January 26, 2011, 06:19:14 PM »

That volcano level looks hot, dude Shocked
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Amon26
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« Reply #25 on: January 31, 2011, 04:41:26 PM »

Demo teaser (volcano level preview!)
http://www.youtube.com/watch?v=Xg9sA9Wfaw8&feature=feedu
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Chris Pavia
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« Reply #26 on: January 31, 2011, 05:40:49 PM »

Now with 500% more camera shake!

 Kiss
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RichMakeGame!
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« Reply #27 on: January 31, 2011, 07:31:02 PM »

sweet, looks intense!
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Pineapple Smash Crew
http://forums.tigsource.com/index.php?topic=20362.0
testers requested: will do playtest swap if you need yours tested, PM
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Amon26
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« Reply #28 on: January 31, 2011, 07:35:57 PM »

Tryin to find that sweet balance between snug gameplay and seizurgasmic effects.  I even have an epileptic henchman I subject to builds to watch how  Screamy he gets. Whew.. this is some hard work, I tell ya.
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moi
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« Reply #29 on: February 01, 2011, 10:53:11 AM »

Looking good mang  Hand Thumbs Up Right
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lelebęcülo
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