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Franklins Ghost
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« Reply #16 on: February 07, 2012, 03:13:17 AM » |
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Tough one cause I love the colours in the first one, but think the contrast in the second is easier to read. So I'd probably suggest the second one. Really like them both though  Is this for a new game you're starting?
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Claw
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« Reply #17 on: February 07, 2012, 04:20:23 AM » |
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Both nice but I much prefer the second. Contrast is obviously a lot clearer and I love the colours, it brings out the ambient feel of the stars in the background more, and gives the whole scene more depth.
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caiys
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« Reply #18 on: February 07, 2012, 09:20:22 AM » |
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Cheers guys, red it is. @Franklins Ghost I thought I'd make a start at remaking Alees since I've never much been happy with it, especially with its visuals. Still in mock-up stage at the mo so there won't be anything to see here for a couple of weeks.
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« Last Edit: February 26, 2012, 01:19:59 PM by caiys »
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SolarLune
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« Reply #19 on: February 08, 2012, 06:29:07 AM » |
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Wow the spriting is gorgeous!
Agreed. Go with the first, because then you can sneak in enemies or weird things in the back to make people really stop and take a look at it. Wouldn't it be weird if you saw hundreds of wrecked spacecraft somewhere in the background? It's a lot easier to sneak that kind of thing into the first picture than the others. By the way, I think you should make that ninja game on the previous page - it looks like an awesome game. Unless it was just a mock-up, but otherwise... Yeah, make that game.
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caiys
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« Reply #21 on: February 27, 2012, 01:11:39 PM » |
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Heh yeah I should probably explain the game, if nothing else because I'll forget half of it by the time I get back to it. So alees is based around a short story with your actions determining how much is uncovered. There will be a 'proper' ending alongside a bunch of other endings and many interweaving routes to reach them. The main gameplay is based around picking-up and using objects in specific places (like a simplified S.C.U.M.M. game) as well as some typical actiony/puzzle elements and choosing dialogue will also affect the story.
I'll post the outlying story below so skip it if you don't want to spoil the juicy details.
After being struck by space debris you land on a planet and send a distriss signal. Seeing signs of industry in the vicinity and with you only needing some extra fuel to make it home you explore the area and find a mining base operated by a single human caretaker and a few AI drones. The facility is in varying states of disrepair, the drones included so they will each have their own personalities (e.g. one will be super-aggressive, another heavily damaged drone that's been locked away for years will be friendly but quite mad and will assist you).
Unknown to the caretaker is that she's actually an alees (part human/robot). The planet is toxic to humans so every 5 months the organics of the alees are replaced and her mind wiped to the previous 'setting' which are the memories of when the first original human caretaker arrived. Alees and the drones are also unaware that Earth was evacuated due to a synthetic virus over 140 years ago but continue to mine/launch ore packets in vain because they have never been given the signal to stop production. You also learn a previous alees that uncovered the truth herself was responsible for sending an ore packet your way to get your attention (hence the original collision).
So the story will focus on the player uncovering that the caretaker is an alees and trying to convince her of it. Initially the drones will try and stop you covertly until alees discovers the truth in which case they will go all kinds of homicidal on yo ass.
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Franklins Ghost
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« Reply #22 on: February 28, 2012, 05:46:17 AM » |
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Had a play of it today and like what you have so far. Looking forward to the next update with more stuff to do and see 
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caiys
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« Reply #23 on: March 05, 2012, 06:45:29 AM » |
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« Last Edit: April 05, 2012, 11:49:27 PM by caiys »
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caiys
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« Reply #24 on: April 01, 2012, 12:00:18 PM » |
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Work can get pretty hectic at times so in the first post I've added breakdown lists of everything currently implemented and planned for the indev games. Should stop me forgetting stuff and makes it much easier to keep things sorted. In particular if you've got any ideas for kewl new Straima objects/dudes then it'd be nice to get a bigger list going for that so I can just dive in whenever I feel. Save the Last Bullet r2So this past month I've been slogging away on Save the Last Bullet trying to get more of the basic game components down before adding more content. I've added the Lodge which is now where your base camp is and most of the time has just been spent trying to get the special rooms working, like the Kitchen, Stores, Boiler, Lift, Bunk and Wood Pile. I added a Forest area as well but so far it only contains some sticks to collect. It's still not especially playable right now, but I should hopefully have something much more solid at the end of this month. Note the storeroom contains every item in the game so you can have a wee play there.    I'll be doing another mini-update to Straima next, then it's back to Save the Last Bullet.
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caiys
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« Reply #25 on: April 05, 2012, 12:56:40 PM » |
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« Last Edit: April 06, 2012, 11:55:42 PM by caiys »
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SolarLune
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« Reply #26 on: April 05, 2012, 01:21:43 PM » |
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- Play Moda: Only creates dudes in cell if correct play mode.
- Shade Wall: Only shows itself when close to player/dude. Also hides some attached objects/dudes like spikes and worma.
- Motion Field: slowly moves the player in the direction
- Fantasum: Can move through anything, always after you but slow-ish.
- Three levels: a spaaarksy, topsy turvy torrent, spikyrinth. Also swapped the seekers in spectral mine for the fantasum
I don't really understand what any of this means, but the game look awesome. 
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caiys
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« Reply #27 on: April 05, 2012, 11:59:55 PM » |
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Heh cheers, I was in a bit of a rush last night... just edited the post to make it slightly clearer. Oh and I just had a look at your game Sparky, it's looking rather top notch.  
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« Last Edit: April 06, 2012, 12:06:51 AM by caiys »
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caiys
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« Reply #28 on: April 20, 2012, 01:07:03 PM » |
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Udderdude
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« Reply #29 on: April 21, 2012, 12:35:31 PM » |
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Just found an error in Straima. I picked level Big Island, picked the floor warp ability, floor warped twice from the starting position and boom. I had to wiggle around a bit in the space after the first warp to get the second warp to work. ___________________________________________ ERROR in action number 1 of Collision Event with object Hero_FloorWarp for object HamogoBullet:
Error in code at line 1: if other.vHeroSyoken = 0 {sKillHero(other);} ^ at position 10: Unknown variable vHeroSyoken
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