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877942 Posts in 32895 Topics- by 24322 Members - Latest Member: AgerraTrel

May 20, 2013, 08:02:05 PM
TIGSource ForumsDeveloperFeedbackDevLogsFaster Blaster = Metroid + Blaster Master Mash-up
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Author Topic: Faster Blaster = Metroid + Blaster Master Mash-up  (Read 1889 times)
FrankForce
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« Reply #30 on: April 15, 2013, 06:56:12 PM »

I was messing around and playing with only the final lighting channel being shown. Decided it looked cool enough to make video...


http://youtu.be/LDYXCOX0rg0
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Schrompf
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« Reply #31 on: April 15, 2013, 09:47:58 PM »

Oh, shiny! Hand Thumbs Up Left Unplayable, but sure looking cool!
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Let's Splatter it and then see if it still moves.
FrankForce
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« Reply #32 on: April 16, 2013, 06:29:04 AM »

Schrompf: Yes sir, very difficult to play, but I do wonder if I could make a game that looks like this on purpose and is playable.

New build up with fixes for few issues that were really bugging me.
  • Better art for balance beams. This was the last piece of art that was totally placeholder.
  • Fix pause screen not being visible during the fade in/out overlay on start/death.
  • Fix explosion sounds not playing loud enough during final escape.
  • Give crates an emissive glow in the center.
  • Fix crash that would sometimes happen after death if your wheels went too far.
  • More level design tweaks.
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Cloudiest Nights
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« Reply #33 on: April 16, 2013, 02:22:35 PM »

Schrompf: Yes sir, very difficult to play, but I do wonder if I could make a game that looks like this on purpose and is playable.

As I was watching the video, I thought these graphics could be made into an interestisng game of its own.
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ithamore
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« Reply #34 on: April 19, 2013, 09:50:12 AM »

Schrompf: Yes sir, very difficult to play, but I do wonder if I could make a game that looks like this on purpose and is playable.

As I was watching the video, I thought these graphics could be made into an interestisng game of its own.

I'll second that.
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Eclectic Electornica: a range of the audio spectrum spanning from Vim! to William Fields to Gas that can slip between and out of said range.
FrankForce
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« Reply #35 on: April 29, 2013, 07:49:51 AM »

The theme for Ludum Dare 26 this weekend was Minimalism so I decided to explore my technique of using the lighting accumulator as the final render as some suggested. One of the little touches you might notice is how doors slide open rather then just fading off, I will be bringing that over to Faster Blaster soon.

More info, video, and download on my website.



« Last Edit: April 29, 2013, 06:08:49 PM by FrankForce » Logged
FrankForce
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« Reply #36 on: April 29, 2013, 10:17:57 AM »

I just made an animated gif...


Having some problems with color banding artifacts in the gif, not sure what is causing it.
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DAISHI
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« Reply #37 on: April 29, 2013, 05:50:19 PM »

This looks super duper. Master Blaster was one of my favorite games.
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« Reply #38 on: April 30, 2013, 01:36:04 AM »

Awesome Smiley I've tested it some minutes and I like it. Blaster Master is one of my all-time favorite games, so this is my kind of game. One thing that bugged me is the mix between pixelled graphics and that light engine. Are the graphics placeholders?

EDIT: Woops! Looks like I've tested an old version!
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FrankForce
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« Reply #39 on: April 30, 2013, 07:56:04 AM »

Awesome Smiley I've tested it some minutes and I like it. Blaster Master is one of my all-time favorite games, so this is my kind of game. One thing that bugged me is the mix between pixelled graphics and that light engine. Are the graphics placeholders?

EDIT: Woops! Looks like I've tested an old version!

The mix of pixelated graphics and dynamic lighting is what I'm going for. The graphics are mostly final though I will add more stuff eventually. Where did you get ahold of an old version?
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FrankForce
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« Reply #40 on: May 01, 2013, 01:29:30 PM »

I found a way to get rid of some of the banding in the gif and produce a cleaner image, here is my process...

  • Instead of exporting it for Virtual Dub as a gif I export as an image sequence.
  • In Gimp use File - Open as Layers then select all the images.
  • Scale the image to the desired size.
  • Select Filters - Animation - Optimize (for GIF)
  • Export as a gif and set the delay between frames.

Also I updated Faster Blaster with the new door opening style used in my Ludum Dare game and cleaned up some of the door placement.

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ithamore
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« Reply #41 on: May 14, 2013, 06:58:00 AM »

I tried RGB and liked it. The lightning was the only part that made some serious lag on my legacy workhorse (a XP 64-bit desktop). It would mess up the timing so much with platform jumps. Everything else about the game was a wonderful experience.

As for Faster Blaster, I haven't tried the newest version yet but will soon. I have guests visiting who are occupied my work room for the time being, which limits my free time to do more strenuous work with my workhorse. I have, however, had fun using exploring the "secret" areas of the out-lands of the map.
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Eclectic Electornica: a range of the audio spectrum spanning from Vim! to William Fields to Gas that can slip between and out of said range.
FrankForce
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« Reply #42 on: May 19, 2013, 02:12:19 PM »

I tried RGB and liked it. The lightning was the only part that made some serious lag on my legacy workhorse (a XP 64-bit desktop). It would mess up the timing so much with platform jumps. Everything else about the game was a wonderful experience.

As for Faster Blaster, I haven't tried the newest version yet but will soon. I have guests visiting who are occupied my work room for the time being, which limits my free time to do more strenuous work with my workhorse. I have, however, had fun using exploring the "secret" areas of the out-lands of the map.

Thanks! The lighting is a bit expensive on older machines, part of that is because I didn't have time to tweak out a low detail settings mode. I would like to do more work on it, I've had so many ideas since about how I can better explore the lighting system. Let me know what you think about Faster Blaster when you check it out, I think we've made some great progress after the last few rounds of feedback here. You will notice I've already modified the doors to open up like the ones in RGB, it's a very subtle visual touch.
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