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879671 Posts in 32995 Topics- by 24375 Members - Latest Member: Leumas

May 24, 2013, 04:08:35 PM
TIGSource ForumsDeveloperFeedbackDevLogsIndie Action - Party Action Platformer
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Author Topic: Indie Action - Party Action Platformer  (Read 16945 times)
JetpackLover
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« Reply #165 on: June 02, 2012, 08:02:22 AM »

Hey dude I would like to play your game but it errors out on me and it won't even start.  Any ideas?

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Garlicguy
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« Reply #166 on: June 02, 2012, 08:27:01 AM »

Hey dude I would like to play your game but it errors out on me and it won't even start.  Any ideas?

Ah, try extracting everything together into a folder.

That error showed up because the game file couldn't find the FMOD dll.
« Last Edit: June 07, 2012, 04:23:22 AM by Garlicguy » Logged

Garlicguy
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« Reply #167 on: June 02, 2012, 04:35:41 PM »

Let The Drawing Begin !

When I draw sprites, I draw them in sheet form. This helps me keep the character at relative size and allows me to make them quicker. Here is Xoda's sheet:


Ive included the constructs just to show how all the sprites start out in my process. Some of the sprites I've done aren't on the sheet though.


Squashing Bugs

I've been testing the game for bugs, I think I've fixed most of them. Again, if anyone finds an error message tell me about it.

To anyone playing the game, make sure you extract all of the files into the same folder, or the error message above will appear.

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SolarLune
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« Reply #168 on: June 02, 2012, 06:08:36 PM »

Pretty solid sprite work, nice.
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JetpackLover
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« Reply #169 on: June 02, 2012, 11:02:24 PM »

That's a good technique for starting out an animation.  However I highly recommend you take those roughs and put them into a program where you can flip between each frame so you can check the movement and make sure it's all flowing correctly.  Animation is less about the key frames and more about the transition from key frame to key frame using inbetweens and breakdowns.  You have the drive, the passion and the discipline to be a great game developer.  I love your work man.  I love your work ethic more though  Smiley

Quick suggestion about colors though.  Have you ever tried using lighting that uses different hues for base, shadows and highlights?

Here's an example.



I look forward to seeing the finished product

Cheers
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mokesmoe
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« Reply #170 on: June 02, 2012, 11:06:29 PM »

Looking at the gif the original look better, but the effect might just be too pronounced.
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Garlicguy
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« Reply #171 on: June 03, 2012, 03:52:00 AM »

@Bitemore

Thanks Dude! I like how that style of shading adds more color, but I try to keep a constant style of shading for all the characters so they don't clash.

In some animations I add tweens so that they don't look too choppy. For example I finished all of Quotes directional gun fire animations which consist of two key frames (aim and recoil). I try not to go overboard with the tweens for the sake of time, and since I have alot to do, but when everything is done a I may go back and tween everything up like no tomorrow!



The Gun shot itself is a bit off, I'll fix that later today.
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Garlicguy
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« Reply #172 on: June 04, 2012, 03:05:37 PM »

New Video : Quote Test

Just showing how far Quote has come after 2 afternoons of work.

Click for Video


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Garlicguy
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« Reply #173 on: June 06, 2012, 04:03:25 AM »

Quote is done

All his attacks are sprited and coded. I just need to draw his mugshot, and code his AI. Most of the time was spent testing him, his Poler Star made him pretty cheap, but I fixed that.

Also his hyper is a cluster of rockets instead of the Spur, since the Spur Felt too much like Iji's hyper.


« Last Edit: June 06, 2012, 04:09:20 AM by Garlicguy » Logged

-Frikman-
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« Reply #174 on: June 06, 2012, 07:09:52 PM »

Yeah, I wanted to include her into the battle in some way. I don't want to make her a prop, though.
I'll think of something.

Maybe her spirit can fly around and stab you, or something.

Dude like, she has a lot of potential to be a fighting character man. She has a knife, can summon small copies of herself, make snow when she's in yuki onna's form, can crush people with her bike... hell. She can even transform into a demon or a witch.
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Garlicguy
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« Reply #175 on: June 07, 2012, 04:23:02 AM »

@ Frikman

Yeah, I also know she can become fat, Ride a bike, catch the flu, and become a neon light. heh heh

I'll think of something to do with her, still not sure yet. I thought about her at last minute, so she wont be a playable character.


-------

Quote is now 100% done



The quiet little soldier bot is done, and now in the demo...7 more characters left.











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screwtape
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« Reply #176 on: June 07, 2012, 12:18:31 PM »

I'm really really enjoying the demo, but is there a chance of custom keymaps? I'd love to be able to play with arrow keys + Z and X. Other than that, zomfg your game rules!
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Garlicguy
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« Reply #177 on: June 07, 2012, 02:06:34 PM »

Thanks !
I can make Arrow Key with Z and X a control option.

I could allow custom keymaps, but I prefer just making pre-set control options, since there arnt really that many buttons needed.

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« Last Edit: June 07, 2012, 02:15:29 PM by Garlicguy » Logged

screwtape
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« Reply #178 on: June 08, 2012, 02:13:18 AM »

Thanks !
I can make Arrow Key with Z and X a control option.

I could allow custom keymaps, but I prefer just making pre-set control options, since there arnt really that many buttons needed.

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That would be great, I know what you mean about keymaps though. Arrow keys just feel much more comfortable to me for a 2d game. And maybe then I will be able to beat it! You've got some serious AI there...
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Garlicguy
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« Reply #179 on: June 08, 2012, 06:08:18 PM »

Arrow keys just feel much more comfortable to me for a 2d game. And maybe then I will be able to beat it! You've got some serious AI there...

I've added a few more options to the options screen. The game also keeps track of what options you've changed, so you don't need to worry about resetting everything each time you play.

I've also added the normal/hard option. Setting the game to normal will make the AI more passive.

Player 2 controls aren't listed because they never change, I feel as though I should put them somewhere for the player to see besides the read me file.



 
« Last Edit: June 08, 2012, 06:21:24 PM by Garlicguy » Logged

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