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Superb Joe
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« Reply #30 on: March 02, 2012, 08:37:25 AM » |
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are the other three not zombie themed, because that would be for the best
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rdein
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« Reply #31 on: March 02, 2012, 09:03:44 AM » |
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there is still time to recolor them as dragonball characters, you know
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i wanna be the guy
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« Reply #32 on: March 02, 2012, 09:05:33 AM » |
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are the other three not zombie themed, because that would be for the best
yeah the other three are something like INSIDE OF A VOLCANO ON A SNOWY MOUNTAIN TROPICAL ISLAND so they're definitely all varied enough imo the zombie theme was mostly just the easiest way to throw a bunch of slow, not-so-damaging enemies at the player en masse
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« Last Edit: March 02, 2012, 09:14:10 AM by Swarms »
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Moczan
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« Reply #33 on: March 02, 2012, 09:57:03 AM » |
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And the boss of Volcano is a lava jizzing rock penis IT'S IN DESIGN DOC.
I didn't really take part in designing the game, but zombie-like creatures fit well with first level, which is introduction to most of the mechanics. Enemies are designed to be hospital-themed, this is just a coincidence that their skin colour is leaning more toward green.
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Moczan
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« Reply #34 on: March 05, 2012, 05:12:20 PM » |
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Devlog Day 8 and 9VIDEOGeezus, recoring and video compression sucks balls and when you actually manage to get good filesize and quality, YouTube will just rape it  Anyway, that's the result of my work during the weekend/today. Those attacks that I do in the beginning have only animations done, not yet logic. I will try to finish them all this week.
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Shawny
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« Reply #35 on: March 05, 2012, 05:18:46 PM » |
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Devlog Day 8 and 9VIDEOGeezus, recoring and video compression sucks balls and when you actually manage to get good filesize and quality, YouTube will just rape it  Anyway, that's the result of my work during the weekend/today. Those attacks that I do in the beginning have only animations done, not yet logic. I will try to finish them all this week. man the run animation looks really weird in action...
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i wanna be the guy
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« Reply #36 on: March 05, 2012, 05:26:51 PM » |
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Yeah, nearly everything looks weird in action right now when I get to cleaning animations up I'll definitely be messing with them a bunch so uh
the final versions will be different enough and actually look good in the game (hopefully)
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rdein
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« Reply #38 on: March 05, 2012, 05:56:32 PM » |
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So Much Tweaking To Get Done, Super Wonder Brothers
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Moczan
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« Reply #39 on: March 07, 2012, 10:44:44 AM » |
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Devlog Day 10 and 11Woah, double devlog all the way. My ISP sucks some serious balls, leaving me without internet connection for 10 hours  But anyways, boring stuff, I'm finishing Captain's attacks. Should have everything wrapped up this week, it will actually be quite a milestone.
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i wanna be the guy
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« Reply #40 on: March 08, 2012, 05:47:50 PM » |
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 hey yall, previously cap had two attacks that were Literally The Exact same thing so here's a wip of his new forward attack that i spent all of 5 minutes on
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Franklins Ghost
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« Reply #41 on: March 08, 2012, 07:11:25 PM » |
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Looking good like the look of the new attack, although think the kick should occur faster so there isn't so much of a delay from when you go to attack to when he hits.
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Moczan
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« Reply #42 on: March 09, 2012, 07:11:26 AM » |
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I see the delay mostly as a balancing issue. The attack has similar properties as jump skill that sends enemy flying (can be seen in video), but the delay is longer. This will probably be addressed as soon as I implement all non-boss level 1 enemies, we decide on actual damage values and see game in action.
As you can see by my activity, this week has been extremely busy with 'real life' stuff and I feel extremely bad for not working on WonderBros as much as I wanted. I hope I will be able to catch up with finishing Captain this weekend and starting from Monday I'm definitely back on schedule.
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Moczan
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« Reply #43 on: March 12, 2012, 12:07:43 PM » |
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Devlog Day 13 I'm steadily getting back on schedule. I was absent for last 3 days, but today was quite productive. The running attack got redesigned to drop kick as you can see in Hunter's post. Today we talked about air skill that launches enemies, it's completely broken in current state happening instantly. We will be changing it to ground skill that launches captain into air and hits air enemies only.
I've also done a lot of refactoring today, it had to be done for a long time to avoid copy pasting some state-related stuff when creating new characters/enemies. 'Old' captains attacks should be done by tomorrow, really.
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Moczan
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« Reply #44 on: March 13, 2012, 03:53:21 AM » |
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FUCK THIS, if anyone is thinking about starting a project in haxeNME DON'T DO IT. I will probably regret not using stuff like XNA or SFML on this project forever.
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« Last Edit: March 13, 2012, 01:19:30 PM by Moczan »
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