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879748 Posts in 33002 Topics- by 24376 Members - Latest Member: xnothegame1

May 24, 2013, 08:35:30 PM
TIGSource ForumsDeveloperFeedbackDevLogsErhardt (Mark II)
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Author Topic: Erhardt (Mark II)  (Read 14764 times)
baconman
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« Reply #15 on: September 10, 2011, 10:37:40 PM »

Heeey. This game really IS sounding Daria Morgendorfer-level of sexy. Smiley
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John Sandoval
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« Reply #16 on: September 10, 2011, 11:06:00 PM »


_______________________________________________
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John Sandoval
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« Reply #17 on: September 11, 2011, 07:50:40 PM »


Smiley

I just took 1 frame out of the first hit, and it looks much snappier.

EDIT: just realized that by doing img width=2xwidth in the code, it was making the sprites blurry for you guys to see. sorry.
« Last Edit: September 11, 2011, 08:28:30 PM by John Sandoval » Logged

Netsu
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« Reply #18 on: September 12, 2011, 12:11:58 AM »

I think it would look much better if she swung the sword further down and a little behind her self, and then the thrust would also be longer. Now it seems kinda slow and weak.
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mokesmoe
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« Reply #19 on: September 12, 2011, 03:00:20 AM »

Her feet keep teleporting around, but that may just be the animations not lining up perfectly.
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John Sandoval
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« Reply #20 on: September 15, 2011, 02:44:29 PM »

College financial aid is so stressful... but luckily it's all good now, and I'm finally getting some time to work on this game. Gonna do some background art tonight!
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John Sandoval
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« Reply #21 on: September 22, 2011, 09:59:52 AM »

working on pallets
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mokesmoe
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« Reply #22 on: September 23, 2011, 01:28:01 AM »

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Gabriel Verdon
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« Reply #23 on: September 23, 2011, 01:43:44 AM »

I once knew a guy who owned a pallet company.
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John Sandoval
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« Reply #24 on: September 26, 2011, 12:31:12 PM »



text box

(its being lasered into thin air from the eye)

it moves around in relation to the players position

its nice

it gives me a headache when i look at it though (it blinks like a strobe light)

i should probably change that

there are also little rocks that float around

those are nice too

also i made this

« Last Edit: September 26, 2011, 12:41:37 PM by John Sandoval » Logged

tipp
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« Reply #25 on: October 02, 2011, 10:33:37 AM »

bah smap that looks good
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John Sandoval
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« Reply #26 on: October 03, 2011, 12:38:44 PM »

Things I've Done in the Past Week:
Completed Target Locking
When the player right clicks on a given object, the camera will lock onto said object. From there, all of the player's combat actions will be directed towards the locked object. Think 'Kingdom Hearts'.

Completed the 3 Hit Combo
Upon attacking a foe, the player has a few milliseconds to click again to excecute the next part of the combo.

Completed the Pause Menu
Now the player can pause the game and access the various options (Settings, Equipment, Quit, Statistics).

Implemented SuperSound
Music and SFX work.

Implemented the HUD
Now the health bar actually does something.

Worked on the Logo
Not yet done, though.

Worked out Object Inheritance
Hooray

Started Enemy AI
Nothing too fancy, but you should find that each enemy has a distinct 'personality type', as opposed to a simple 'goomba' mentality.

_______________________________________________________________________________________


On Combat:
Alina has a few skills in her repetoire that can help her fight off enemies. Namely, her sword, and her Psychokinesis. While fighting off one foe with her sword, she can push away other enemies so as not to get surrounded. Alternatively, she can bring enemies closer to unleash her punishment. Also, enemies can be hurt by stage hazards. Dropping a foe into a pit of spikes is much easier than bashing them over the head repeatedly.
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John Sandoval
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« Reply #27 on: October 04, 2011, 09:19:10 AM »

Things I Did Today:

Went to class
Played LoL
Finished writing the Tutorial Script (the actual words of the Construct, the omniscient being that shows you the ropes... he's somewhat of an asshole)
Re-implemented the code for Psychokinesis (now Alina can actually move objects in-game).
Played LoL
Implemented basic physics for movable objects (gravity, momentum, etc.)
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John Sandoval
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« Reply #28 on: October 04, 2011, 08:31:30 PM »

making UI is fun

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John Sandoval
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« Reply #29 on: October 14, 2011, 12:27:03 PM »



combat is starting to shape up
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