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878293 Posts in 32914 Topics- by 24329 Members - Latest Member: 8BitPimp

May 21, 2013, 01:48:12 PM
TIGSource ForumsDeveloperFeedbackFinishedPastry Panic- by Underground Pixel
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Author Topic: Pastry Panic- by Underground Pixel  (Read 1998 times)
UP_Kevin
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« on: January 28, 2012, 08:41:29 PM »

EDIT:

We have finished the game and it's set for release on the App Store on Thursday, May 24th for iPhone and iPad! It's retro, universal, and content-packed. Here's the official trailer, scroll down to the bottom of the screen for screenshots. Smiley

http://www.youtube.com/watch?v=wKRp3glHBP0

--

Well I wish I'd knew about this forum earlier, so I could have done a devlog thread when we started this project. Unfortunately, I didn't, but I'll make up for that now by leaking lots of preview art, followed by beta invites, screenshots, video, etc.

It's called Pastry Panic, and it's NES-styled, as was Holiday Havoc. There is a ton of content packed in that I can't wait to show all you guys. But for tonight, this character sprite will have to suffice. Tophat is irrelevant. Smiley

« Last Edit: May 22, 2012, 03:51:20 PM by UP_Kevin » Logged
surt
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« Reply #1 on: January 28, 2012, 09:59:50 PM »

Cute character, but if it's meant to be NES styled then it's a ways off.
The colours look not at all NES-like and sprite use is very ineficient.

See this:


A quick edit:

Using NES colours. Sprite count down to 15 from at least 23.
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UP_Kevin
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« Reply #2 on: January 29, 2012, 09:33:15 AM »

Thanks for clarifying! Where did you get that box by the way? Is there some kind of database with stuff like that so we could reference it in the future?

And would it be more appropriate if we called our sprite SNES-styled? We can't really change it now anyway, after spending countless months doing 99% of the artwork, animations, etc. in this style. Although we'll take your palette into account in the future. Smiley
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surt
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« Reply #3 on: January 29, 2012, 09:44:08 PM »

Thanks for clarifying! Where did you get that box by the way?
Just something that's been floating around Pixelation forever, probably originated in a challenge.

Is there some kind of database with stuff like that so we could reference it in the future?
Google: "system_name restrictions"

And would it be more appropriate if we called our sprite SNES-styled?
If you didn't create with the intent to be SNES-style (and backed that up with the research to know what that means) then I wouldn't be calling it such. Technically it probably could be, but it doesn't exactly scream "SNES!" to me. Just call it "retro", "old-school", ambigously "console-style", or if you're marketing it to trendy numbnuts "8-bit" Facepalm.

We can't really change it now anyway, after spending countless months doing 99% of the artwork, animations, etc. in this style.
If the rest is simple pixel art like this then it should be trivial to recolour: select palette index, set index to value from NES-palette, done.
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UP_Kevin
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« Reply #4 on: January 30, 2012, 08:31:38 AM »

Well it's not so much that we don't have the time to repalette as we don't want to. We like the style we have and while we may use the NES palette in the future, we're comfortable with this one for now.

Meanwhile, it's been a few days so it's time for a status update.



Yesterday marked day 1 of programming. That side of development should go fairly quickly and smoothly due to the simple nature of the game. We already have things cranking and are currently trying to estimate the release date of beta build #1. Now time for another piece of preview art.

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migrafael
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« Reply #5 on: January 30, 2012, 12:04:45 PM »

Quite the purist aren't you Surt? Smiley But it does make sense. It's a bit like claiming you made an oil painting with watercolours I guess.

I just try to put "like" suffix on these things, or just say "inspired". 8-bit-like, snes-like, this sort of thing.

Ontopic:

It's looking cute. Keep it up.
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UP_Kevin
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« Reply #6 on: January 31, 2012, 07:47:15 AM »

Another day, another update.

Not a whole lot of programming will get done today due to prior engagements, but we got a lot done yesterday. The sprites are moving, the pastries are flowing in (they smell delicious, by the way), and we'll probably have an estimate on the first alpha build's release tonight. The build might even come tomorrow. Then maybe I can scrap together a nice gameplay video and show it off here. In the meantime, enjoy another piece of preview art. This is the first piece of concept art we ever made for the game.

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UP_Kevin
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« Reply #7 on: February 01, 2012, 08:38:43 PM »

I may be late, but nothing will stop me from devlogging today!

Well we got our first alpha build together on Monday night and today we scrounged up a gameplay video from it, which we'll release to the public later on. We still have a ways to go though. Between finishing the remaining art assets and implementing the assorted menu screens, we'll definitely not be done until March. But we're coming. Oh we're a coming.

And now for more art! These are some variations to the main character we drew up in the first phase of development. Like the one we chose? (See the first post for our final choice.)



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UP_Kevin
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« Reply #8 on: February 03, 2012, 10:12:26 AM »

What to say, what to say...

Well, we've encountered our first major bug and are trying to track down the source of it. After that, we have to put menu screens into the game and then release the first alpha build.

More art! He loves hats.

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UP_Kevin
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« Reply #9 on: February 05, 2012, 10:19:45 AM »

We packed together alpha build 2.5 today and it is pretty fun, although it's way too easy. We gotta speed it up. Also putting in menu screens before tomorrow's build #3 hits. I'll post some more preview art once we get some replies in this thread. Is no one excited for this game?
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kz012
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« Reply #10 on: February 07, 2012, 04:36:40 AM »

I really like the artwork! Definitely looking forward to seeing more.  Smiley
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UP_Kevin
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« Reply #11 on: February 07, 2012, 09:15:51 AM »

Hey, thanks for the support!

Well we released build 2.55 last night. It has some problems but we got the pause menu and game over screens in now. Next comes those pesky bug fixes and putting in the main menu and credits screens! Then all the bonus content goes in. Power-ups, unlockables, obstacles, what else could you ask for? Oh, a screenshot? Yeah, that's coming soon. But for now, more preview art! And today you get two! Shocked

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UP_Kevin
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« Reply #12 on: February 09, 2012, 10:30:58 AM »

Pastry Panic is now well into programming and can now safely be called 50% done!
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UP_Kevin
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« Reply #13 on: May 15, 2012, 06:08:15 PM »

Pastry Panic is now 100% completed and is now slated for release on 5/24! When it's unleashed on the App Store, there will be loads of content, universal compatibility, 3 chiptune tracks, 5 power-ups, guest characters Hurdle Turtle and Soosiz, and more! It's very retro, very fun, and we'll be having a 99 cent intro sale for a very limited time! Be sure to follow us for all the latest updates on this game and our other upcoming ones! https://twitter.com/#!/UndergroundPixl

And now for some screenshots!





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« Reply #14 on: May 15, 2012, 09:41:39 PM »

Games turned out looking good Smiley Did notice that on the last image the 'unlock all' button seems to be out of focus so not sure if that's just the screenshot or what.
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