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878416 Posts in 32922 Topics- by 24333 Members - Latest Member: blackarm

May 21, 2013, 09:00:41 PM
TIGSource ForumsDeveloperFeedbackDevLogsBandit Party - contact me for a demo
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Author Topic: Bandit Party - contact me for a demo  (Read 12879 times)
moi
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« Reply #120 on: August 16, 2012, 06:15:42 AM »

I think the main problem is that the character's proportions are not realistic in the first place
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lelebęcülo
Andy Wolff
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« Reply #121 on: August 16, 2012, 11:50:14 AM »

When he's lifting his legs back to kick up, you eased too far, so they slow down too much -- that's where you lost your 'oomph'.
yeah, I think this was the problem.
And moi, yeah, that probably doesn't help. But a guy as huge as this one can get away with having a short midsection and legs
I deleted two of the kick-up frames and added one to the landing follow-through, and it seems better now. Thanks for the help, everybody
new old
I'm gonna start on the other anims for this guy now, and I'll clean it all up some more when I've got decent roughs for all of them
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Cellusious
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« Reply #122 on: August 16, 2012, 12:56:33 PM »

Cool style. Hand Thumbs Up Right
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Andy Wolff
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« Reply #123 on: August 16, 2012, 08:21:44 PM »

mockup of his ball and chain weapon

some more roughs
the royal silly crabwalk.
throwing the ball.
chains between him and the ball will be programmed in so I didn't bother putting them into this rough

I'm gonna try one where he spins it over his head
edit: ^ maybe after I program the rest in

added the chain weapon to the other anim. iffy about it as is but i can change it later
« Last Edit: August 17, 2012, 08:51:41 PM by Andy Wolff » Logged

Belimoth
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« Reply #124 on: August 17, 2012, 09:48:41 PM »

I am excited.
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DrDerekDoctors
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« Reply #125 on: August 18, 2012, 06:14:05 AM »

I have no idea why I haven't replied to this thread so I can be kept up to date with it. The game looks ACE! Smiley
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
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Andy Wolff
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« Reply #126 on: August 18, 2012, 09:20:24 PM »

thanks

here's a video. he's still far from finished and there are some tiny glitches but i'm happy with how the ball and chain is looking so far
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Ashkin
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« Reply #127 on: August 18, 2012, 09:49:21 PM »

Looks great!
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Franklins Ghost
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« Reply #128 on: August 18, 2012, 11:05:15 PM »

Looks awesome, nice job with it and love the way you can shoot the guy in the foot or the ball. Was a great idea.
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« Reply #129 on: August 20, 2012, 07:40:33 PM »

that looks really good. i like how he doesn't just turn into the falling animation after getting shot in the foot. maybe if you time it right and hit his other foot while he's jumping then he'll fall? and then get bonus damage for headshots on the ground?
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« Reply #130 on: August 20, 2012, 08:45:04 PM »

maybe if you time it right and hit his other foot while he's jumping then he'll fall? and then get bonus damage for headshots on the ground?

Yessir, I'm doing exactly that. Everything's done except getting shot in the head, actually dying, and the AI to drive it all. The ball throw and pull looks a lot nicer ingame than I thought I'd be able to get it when I was doing the animations. Expect a better video when it's done (probably sometime before Thursday, if all goes well)

I worry that players who haven't seen this devlog (hopefully the majority of players) won't think to shoot the other foot and his head, though. I've been trying to come up with a good way to help them along in this regard, but I haven't come up with anything I liked yet.
I suppose I could make it easy to hit the second foot, but that would make it too easy to kill him if you know the proper method. I could tell an indian to tomahawk his jumping leg once to show people how to do it if they survive without doing it for long enough, I guess. Actually yeah, maybe I'll do that.


In other news, I signed up to exhibit this at the Boston Festival of Indie Games on Sept 22nd, so show up (it's free!) if you want to play this with me or other festival-goers before release (unless I get booted because the demo I submitted doesn't run or something o: )
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xix
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« Reply #131 on: August 21, 2012, 08:16:19 AM »

Players will always want to shoot.
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Andy Wolff
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« Reply #132 on: August 31, 2012, 12:03:52 AM »

My flatmate brought his lab partner over and they played this for an hour and a half, and had a great time.
It feels really good to watch people have a lot of fun playing your game. Also I took some good notes. And yeah, xix, you're right, players do always want to shoot. They were both just spamming bullets everywhere


Had a few hours tonight to squeeze in some work on this, so I finished off the last bit of stuff on the Bandit King before I can write his AI.


I can run this dissolve effect from basically any sprite. Would it look good with anything else, do you think?
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Inanimate
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« Reply #133 on: August 31, 2012, 12:08:30 AM »

Mummies? Anything undead?
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DrDerekDoctors
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« Reply #134 on: August 31, 2012, 03:41:14 AM »

Very cool effect! Although I'm not sure about how it seems to de-res just before it happens. Is that because you're breaking it up into squillions of particles?
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
http://pigignorant.com/
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