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878661 Posts in 32931 Topics- by 24339 Members - Latest Member: Nexrage

May 22, 2013, 11:26:29 AM
TIGSource ForumsDeveloperCreativeIndie Brawl (Moderators: Clemens, Soulliard)Indie Brawl: DOWNLOAD- New Version 4/24/11
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Author Topic: Indie Brawl: DOWNLOAD- New Version 4/24/11  (Read 168514 times)
Soulliard
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« Reply #285 on: December 26, 2008, 10:55:33 AM »

WHFF is down for now, so that gave me an excuse to upload a new version of Indie Brawl.

Major Changes:
-The Golden Knight's attacks have been significantly weakened, but Bonesaw Mode is easier to enter.
-Guarding has been removed.
-When fully zoomed in, the game draws to a surface, which makes the pixel art look better.
-Many files are stored externally, to give the game faster load times and a smaller file size.
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narasu
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« Reply #286 on: December 26, 2008, 11:12:40 AM »

Tried it out a bit, found this:

Quote
___________________________________________
ERROR in
action number 1
of  Step Event
for object Character:

In script action:
Error in code at line 630:
                       current_sprite = s_gk_absorb;

at position 39: Unknown variable s_gk_absorb

This occured when I was playing with GK and tried to use the vS attack.


Also, I found the starting health a little low for a life-based fighting game like this.
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Ronin Narasu - Musician, philosopher, petty thief

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Soulliard
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« Reply #287 on: December 26, 2008, 12:16:52 PM »

Sorry 'bout that. It should work correctly now.

About the health: you may be right. I'll play around with it.
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Clemens
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« Reply #288 on: January 01, 2009, 06:01:02 AM »

Hey Nightshade! Good job on updating all the Indie Brawl threads - things are quite a lot more organized now. I finally have some spare time again and decided to work a bit on the sprites again.

I haven't had the chance to test the current build much, because up to now I only played alone. As soon as I get around to it I'll try it with some friends. Hope to give some more feedback then.
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Soulliard
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« Reply #289 on: January 05, 2009, 09:40:40 PM »

New Version!

A lot has changed since the last release:
-Drawing is done on surfaces when fully zoomed in to eliminate graphical oddities.
-Graphics are stored externally to save space and reduce loading time.
-I added a few particle effects for Naija and the Golden Knight. More are on the way!
-The Outer Wall was redesigned to make combat smoother.
-I added Kovski's awesome Golden Knight animations.
-Wall grabbing/jumping works differently. When next to a wall, characters slide down slowly, so precise timing of wall jumps is easier.
-Shielding was removed. Most attacks that were previously unblockable are now blockable by certain special moves.
-Crouching animations were added for landing and dropping through platforms.
-Respawning can occur in a wider variety of locations, and there is a warning before you reappear.
-The camera's movement has been smoothed.

There are also some major balance changes:
-All characters have many more hit points (roughly 50% more). However, knockback is just as powerful as ever. Battles will take slightly longer, and ring outs will be more common.
-Naija's hit points increased significantly.
-Naija's Flipper Sweep is significantly more damaging.
-Naija's Whirlpool now sucks enemies into it, instead of throwing them around randomly. However, the knockback is reduced.
-Naija's Energy Shot has been replaced by her Shield Song. This works just like guarding used to, with two exceptions: 1) Naija automatically reflects projectiles. 2) There is a limit to how long you can maintain the shield without resting.
-Naija's Energy Spikes are slightly more damaging, and do much more damage if used at point blank range.
-Naija's Spike Seed no longer gets stuck in walls.
-Quote uses the slower, more powerful Missile Launcher regardless of whether or not he's on the ground.
-Quote's Spur charges more quickly.
-Quote's Fireball no longer gets stuck in walls.
-Nikujin's hit points increased significantly.
-Nikujin's attacks all deal roughly 50% more damage.
-Nikujin's Katana Sweep is much faster.
-Nikujin's Head Stab is no longer spammable.
-Nikujin recharges his double jump, wall jumps and recovery move whenever he lands a significant hit (one with knockback).
-GK's hit points increased by a smaller amount.
-GK's Bonesaw Meter drains more slowly.
-Many of GK's moves were adjusted slightly to fit their animations.
-GK's Hockey Stick Whirlwind hits multiple times.
-GK's Hockey Stick Spin gives upward momentum.
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battlerager
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« Reply #290 on: January 05, 2009, 10:57:02 PM »

Shouldn't it be /09   Durr...?

Downloading, will edit this post for feedback.
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Clemens
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« Reply #291 on: January 06, 2009, 01:09:27 AM »

Yeah very nice! Unfortunately I still didn't get around to testing this with someone else, but by today afternoon, I should be able to give it a try in real multiplayer.

So far it looks quite solid though - the only thing that bothers me a little bit is that the player doesn't really know when GK is entering bonesaw mode. You'll realize it more, once the dummy graphics are replaced with the actual bonesaw, but it also might be good to freeze GK for a couple of seconds and make him invulnerable during that time. This short time span then could be used for some kind of bonesaw mode show off, like in the original, but not as long.

I'm a bit undecided about the changes you made to the level though. I can't really give a good feedback though, sicne I haven't testet it multiplayer, but it looks a lot more playable now - on the other hand, all the tiles and plattforms seem to visually fall more appart than before.

I very much like the new smack effects! Makes fist fights with GK that much more fun!

Great job and keep them coming! Awesome stuff!  Hand Thumbs Up Left Smiley Hand Thumbs Up Right
Gets me all motivated for some more GK animations! Hand Metal Right
« Last Edit: January 06, 2009, 01:13:31 AM by Kovski » Logged

godsavant
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« Reply #292 on: January 06, 2009, 05:59:45 AM »

on the other hand, all the tiles and plattforms seem to visually fall more appart than before.

I don't quite understand what that means. Concerned Please explain
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narasu
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« Reply #293 on: January 06, 2009, 08:36:51 AM »

Very nice new build  Grin Though there's some things wrong. Let me see if I can remember them all:

- If you play as Nikujin, using the sword dash attack while standing close to and facing a wall, the cloud of dust will show inside the wall and the slash looks strange.

- If you play as GK, you can stay in bonesaw mode forever as long as you keep bashing people. I haven't played it with someone else, so I can't judge how that would work out, but in bonesaw mode he's just too overpowered because the gauge fills up so quick.

- The particle effects are only added with Golden Knight (I think, they didn't show when I used Quote and Naija)

- Quote seems so weak among the rest of them now.
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Ronin Narasu - Musician, philosopher, petty thief

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« Reply #294 on: January 06, 2009, 01:06:47 PM »

Nice! Good job Smiley

Maybe with the zoom, if you could make it zoom out a bit further if a character near the edge of the window is facing out of it that would be great, so you can see where you are going when retreating from you opponent. I guess you base the zoom on some kind of invisible rectangle around the characters that are a bit bigger than their collision boxes, and maybe you could make this rectangle extend a bit more in the direction the character is facing.

Also you could add some kind of smoothing on the zoom, could be as simple as this:

ZFACTOR = (ZFACTOR+GETTOZOOM)/2

Do quote have to freeze mid-air while doing his missile attack? Maybe it would be more fun if you had to time it perfectly with your jump, and also the freeze makes it very obvious that his feet are drawn as if standing on a surface.

I admire your spirit and motivation, keep it up! Hand Thumbs Up Left
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Soulliard
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« Reply #295 on: January 06, 2009, 02:21:05 PM »

So far it looks quite solid though - the only thing that bothers me a little bit is that the player doesn't really know when GK is entering bonesaw mode. You'll realize it more, once the dummy graphics are replaced with the actual bonesaw, but it also might be good to freeze GK for a couple of seconds and make him invulnerable during that time. This short time span then could be used for some kind of bonesaw mode show off, like in the original, but not as long.
I think this is a good idea. While in Bonesaw mode, he'll emit some sort of particles, too, so it will be obvious.

Quote
I'm a bit undecided about the changes you made to the level though. I can't really give a good feedback though, sicne I haven't testet it multiplayer, but it looks a lot more playable now - on the other hand, all the tiles and plattforms seem to visually fall more appart than before.
I'm not really sure what you mean by this.

- If you play as Nikujin, using the sword dash attack while standing close to and facing a wall, the cloud of dust will show inside the wall and the slash looks strange.
Yeah, that is kind of messed up.

Quote
- If you play as GK, you can stay in bonesaw mode forever as long as you keep bashing people. I haven't played it with someone else, so I can't judge how that would work out, but in bonesaw mode he's just too overpowered because the gauge fills up so quick.
Other players are capable of dodging your attacks, or stunning you with their own attacks. Against moderately skilled players, the Bonesaw meter should deplete faster than it fills. It's difficult to balance, though, so I'd like to hear people's playtesting experiences.

Quote
- The particle effects are only added with Golden Knight (I think, they didn't show when I used Quote and Naija)
They're added with Naija, too.

Quote
- Quote seems so weak among the rest of them now.
Really? How so? From my experiences, that wasn't the case at all. The Spur and Missile Launcher are downright nasty, and the Blade and Booster keep Quote from taking too much melee damage.

Maybe with the zoom, if you could make it zoom out a bit further if a character near the edge of the window is facing out of it that would be great, so you can see where you are going when retreating from you opponent. I guess you base the zoom on some kind of invisible rectangle around the characters that are a bit bigger than their collision boxes, and maybe you could make this rectangle extend a bit more in the direction the character is facing.
This is a really good suggestion.

Quote
Also you could add some kind of smoothing on the zoom, could be as simple as this:

ZFACTOR = (ZFACTOR+GETTOZOOM)/2
I already have something like this, but I'll try this method out, too.

Quote
Do quote have to freeze mid-air while doing his missile attack? Maybe it would be more fun if you had to time it perfectly with your jump, and also the freeze makes it very obvious that his feet are drawn as if standing on a surface.
Timing aerial attacks is much more difficult than you'd think. It existed in very old versions of the engine, and my friends and I found it more annoying than fun.

As for the sprite, I think the only real solution for that is to make a separate animation. Unfortunately.

Quote
I admire your spirit and motivation, keep it up! Hand Thumbs Up Left
Thanks. Posts like this help keep me motivated.
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William Broom
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« Reply #296 on: January 07, 2009, 02:04:42 AM »

Wow, I really like the thwack sprites and the particles for Naija's projectiles. Haven't got anyone to test it with right now though  Blink
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« Reply #297 on: January 07, 2009, 11:46:24 PM »

I found a couple glitches with Nikujin's ^S. First, if you use it against a ceiling, he will keep hitting his head (bobbing up and down) until the attack ends. Also, I'm not sure if this is a glitch or not, but if you use his ^S against a wall, it lasts longer and goes higher. Since it lasts longer, and the attack mask appears more times, I'm not sure if this is a glitch.
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narasu
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« Reply #298 on: January 08, 2009, 01:28:31 AM »

I took a look again, beat up Naijia using Quote, but the effects didn't appear.

I'm sure of it.
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Ronin Narasu - Musician, philosopher, petty thief

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William Broom
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« Reply #299 on: January 08, 2009, 02:12:04 AM »

I found a couple glitches with Nikujin's ^S. First, if you use it against a ceiling, he will keep hitting his head (bobbing up and down) until the attack ends. Also, I'm not sure if this is a glitch or not, but if you use his ^S against a wall, it lasts longer and goes higher. Since it lasts longer, and the attack mask appears more times, I'm not sure if this is a glitch.
The first one is a glitch. The second one is intentional. It's a 'wall-run' attack, which should be more obvious once it's animated.
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