Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1038321 Posts in 41959 Topics- by 33585 Members - Latest Member: ASavary

September 02, 2014, 01:25:40 PM
TIGSource ForumsFeedbackDevLogsNobu: Fat Revenge! - First alpha demo!
Pages: [1] 2 3 ... 9
Print
Author Topic: Nobu: Fat Revenge! - First alpha demo!  (Read 15174 times)
Tiago_BinaryPig
Level 1
*



View Profile WWW
« on: January 30, 2012, 10:48:41 PM »

Hey guys,

My name is Tiago Araujo and i am proud to announce my WIP named "Nobu: Fat Revenge".


"Nobu: Fat Revenge" is a side-scroller action/platformer game that challanges both your skill and patience like the old nes games. Fully hand-draw hd cartoon art, a fantastic sound track, mixing japanese instruments with rock guitar, resulting in an odd but great to hear music. It also features tons of different types of enemies, smart and dumb, fun habilities and weapons to try out and a back story using comic pages to keep the interest up.

Hope you enjoy the project and pass the word out about it Smiley

Official website : www.binarypigstudio.com
Blog : www.binarypigstudio.blogspot.com
Twitter : @BinaryPigStudio
Youtube : Binary Pig Studio, youtube
Desura, IndieDB and ModDb :

    - http://www.desura.com/games/nobu-fat-revenge
    - http://www.moddb.com/games/nobu-fat-revenge
    - http://www.indiedb.com/games/nobu-fat-revenge/

I will try to post daily updates on the game.


Release date : 2014
Trailer Teaser : Released
First gameplay trailer : Released

Trailer :

    Link : Teaser Trailer
    Link : First gameplay trailer

Images and .gifs :



Thanks
Tiago from Binary Pig Studio
« Last Edit: April 07, 2014, 06:31:52 AM by Tiago_BinaryPig » Logged

Tiago_BinaryPig
Level 1
*



View Profile WWW
« Reply #1 on: January 30, 2012, 10:50:25 PM »

Here is the last update from this project :

- The assets for the first stage are complete!
- Editor with new features such as deleting a selected asset.
- New camera with movement pre-sets.
- Shaders that are used for certain power-ups.
Logged

Tiago_BinaryPig
Level 1
*



View Profile WWW
« Reply #2 on: January 31, 2012, 06:59:34 PM »

Todays update :

- Worked on independente resolution.
- Changed the way i was adding power-ups on the editor.
Logged

Tiago_BinaryPig
Level 1
*



View Profile WWW
« Reply #3 on: February 02, 2012, 03:46:09 AM »

Today's update is small, still early (11am here) :

- I have been working on a new power-up and i tackled the art part of it.
« Last Edit: May 31, 2012, 03:27:10 AM by KopanoGS » Logged

surt
Level 5
*****


Meat by-product.


View Profile Email
« Reply #4 on: February 02, 2012, 04:28:03 AM »

Creeps me out.  Droop
Logged

Real life would be so much better with permadeath.
PJ Gallery - OGA Gallery - CC0 Scraps
Tiago_BinaryPig
Level 1
*



View Profile WWW
« Reply #5 on: February 02, 2012, 04:44:42 AM »


Oh. It's not intended to creep people out. Can you explain why does that?  Smiley
« Last Edit: February 02, 2012, 05:04:26 AM by KopanoGS » Logged

keo
Guest
« Reply #6 on: February 02, 2012, 09:51:11 AM »

does not seem to present much challenge if any to the player
Logged
Tiago_BinaryPig
Level 1
*



View Profile WWW
« Reply #7 on: February 02, 2012, 10:25:30 AM »

It needs some tweaking, still thinking on an effect to put on top, like popping the bottles or something. Tested in-game and it looks great when scaled down to the correct in-game size.

So, for today :

- Finished the artwork for the new power-up.
- Test in-game successfull.


does not seem to present much challenge if any to the player

I understand your preocupation but i can asure it's exactly the oposite.
In the video (old build, as you can read in the description), i was in "god mode". The bullets didn't affect the player aswell as the traps.

Since then, alot has changed. Better AI, more ways for you to die, etc.


But thanks for the comment Wink
« Last Edit: May 31, 2012, 03:27:41 AM by KopanoGS » Logged

mduffor
Level 0
**



View Profile WWW Email
« Reply #8 on: February 02, 2012, 10:52:26 AM »

Seems to me that the bottle and bag animations are backwards.  The bag should puff out when the bottles are pushed further into it, and get skinny/straight when the bottles come out of it.  I'd also suggest some sort of smoke/dust/slash left behind on the double jump, since right now it looks like he's just jumping off of invisible platforms.

Looking forward to your future progress. :-)

Cheers,
Michael
Logged

Blog + website = www.mduffor.com
Tiago_BinaryPig
Level 1
*



View Profile WWW
« Reply #9 on: February 02, 2012, 10:58:12 AM »

Seems to me that the bottle and bag animations are backwards.  The bag should puff out when the bottles are pushed further into it, and get skinny/straight when the bottles come out of it.  I'd also suggest some sort of smoke/dust/slash left behind on the double jump, since right now it looks like he's just jumping off of invisible platforms.

Looking forward to your future progress. :-)

Cheers,
Michael


Oh, i see what you mean. That's a good idea. Now that i am looking at it, it looks like it's backwars. I'll make that change.

When you do the double jump there's a puff left behind. Some sort of cloud....
Maybe it's not visible in the video. But i will try to make it more understandable when playing.

Thanks for the comment Wink
Logged

Tiago_BinaryPig
Level 1
*



View Profile WWW
« Reply #10 on: February 04, 2012, 07:38:44 AM »

Today's changes are :

- I have taken in consideration mduffor advice and switched the animation for all the boxes, including the sake box. (thanks, it looks alot better)
- Implemented a better class for the power-ups.
« Last Edit: May 31, 2012, 03:27:52 AM by KopanoGS » Logged

Tiago_BinaryPig
Level 1
*



View Profile WWW
« Reply #11 on: February 05, 2012, 02:25:54 PM »

Hey,

Did you enjoy the pics and gifs so far? I appreciate any kind of comment and try to use them to improve the game, so feel free to do so Smiley

For today's update :

Worked on game elapsed time. Previously, i was working with int or floats and doing this to any kind of state change or time to relead a weapon :

Code:
int/float time;
time++ or time--
if (time++ > X) or if (time-- < Y)
do the state change or reload weapon

This caused a huge problem. I am developing the game and testing in debug mode with vsync off and the fixstep off aswell. This two things, particulary the vsync, stops the framerate to go above the monitor refresh time.
When turned off, the fps can go above. This was the problem.

Imagine that i have settled the reload time to 10s. It could be 10s if the fps was 60 but it could take 20s if the fps was 30....
By setting the variable to a simple float/int, it would grow/decrease depending on the fps, wich is bad.

So, theres a nifty thing called gametime.ElapsedTime that gives you in seconds/minutes/etc the that different in time to set the fps to match the monitor refresh time.
Switching all the variables to work with elapsedTime, now i can set an X time and it won't change depending of the fps.

I had this implemented on my animation system and other stuff, but i was too lazy earlier in the dev of this project to do the same thing to the entire project. (i regret it now).

Anyway, to sum up :

- Implemented elapsedTime to everything that required X time to change status.




ps: correct me if i said something wrong Tongue

Logged

Tiago_BinaryPig
Level 1
*



View Profile WWW
« Reply #12 on: February 07, 2012, 02:31:29 PM »

Hey guys.

I have been thinking for the past couple of days on new ways to kill the player.
Enemies, mines, explosive lines are just a few of the ways to die and well, i want to add more.

What i thought so far :

- Animals, plants, ammo boxes that are trapped.


I am open to suggestions from you guys. If you have any cool way to kill a fat ninja, just post it and i will try to incorporate in the game.


That's all for today!
« Last Edit: May 31, 2012, 03:28:04 AM by KopanoGS » Logged

SolarLune
Level 10
*****


Hmm.


View Profile WWW Email
« Reply #13 on: February 08, 2012, 06:26:51 AM »

Pretty good animation. I think he needs to lift his body to start it, though - right now it's just 'coming up' from under him.
Logged

Tiago_BinaryPig
Level 1
*



View Profile WWW
« Reply #14 on: February 08, 2012, 07:01:14 AM »

Pretty good animation. I think he needs to lift his body to start it, though - right now it's just 'coming up' from under him.

Thanks  Embarrassed

I don't get the second part though. "He needs to lift his body".
Can you explain that please? Smiley

I want to fix the animation if it looks wrong eheh
Logged

Pages: [1] 2 3 ... 9
Print
Jump to:  

Theme orange-lt created by panic