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William Laub
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« Reply #920 on: March 27, 2009, 07:08:16 AM » |
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Soo... how 'bout them cafes?
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Kneecaps
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« Reply #921 on: March 27, 2009, 07:11:33 AM » |
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Go is a Cave Story ripoff.
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TeeGee
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« Reply #922 on: March 27, 2009, 07:22:15 AM » |
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Jesus, didn't you guys killed that thing already?! Let it rest in piece!   The hill screenie looks great. It works nicely with imagination. Just by looking at it I started thinking about descending to see what's hidden down there.
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Inanimate
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« Reply #923 on: March 27, 2009, 02:28:00 PM » |
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"And Cave Story said... let there be God."
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JasonPickering
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« Reply #924 on: March 27, 2009, 03:13:03 PM » |
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you all have your story wrong. Skynet sent Cave Story back in time, to kill Cafe because the sequel "Cafe 2: Teabags of Doom" will lead the resistance against it. come on people get your facts straight.
and to bring us back on track, will the exploration be story driven? by that I mean you cant past this area until this boss is beaten or story specific action is finished, or will it be item based where you cant pass an area until you find a certain item or ability.
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astrospoon
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« Reply #925 on: March 27, 2009, 05:49:52 PM » |
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No, it was the first software ever. Pixel was the first programmer in the history and he wrote the game with punch-cards for the analytical engine.
So THAT is why we call them pixels. I can't believe I never made the connection...
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sereneworx
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« Reply #926 on: March 28, 2009, 12:41:39 AM » |
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 Houses!
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narasu
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« Reply #927 on: March 28, 2009, 06:38:27 AM » |
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Serene, you tease, you
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Mr. LL
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« Reply #928 on: March 28, 2009, 06:44:05 AM » |
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Those are some darn fine houses.
So, is Cafe like the save point of the game? Or a place to rejuvenate the mind, body, and soul? Maybe both?
Also, that's a sexy snowman.
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Renton
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« Reply #929 on: March 28, 2009, 12:58:33 PM » |
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Told you it would look good. 
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sereneworx
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« Reply #930 on: March 28, 2009, 05:44:41 PM » |
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Thanks guys! I've pretty much finished off the whole mountain area now, but you don't get to see it =p. An idea for the game UI (HUD? I never know which is which.) 
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Inanimate
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« Reply #931 on: March 28, 2009, 06:29:30 PM » |
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User Interface is like menus, item screens, the like. Heads up display is what displays health, ammo, location, and is always there. (I think...)
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Pigbuster
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« Reply #932 on: March 28, 2009, 06:34:51 PM » |
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The HUD can't be interacted with, it's just there to display information. The health/pause notifications are part of the HUD, whereas the menu in the middle isn't, since you'd have to specifically press a button to bring it up (unless you're making it so that inventory screen is always in the middle. Somehow, I doubt that). The whole mountain area looks fantastic, by the way. Coincidentally, the game I'm working on is set in a snowy mountain setting, so I guess it's a Café ripoff now. 
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sereneworx
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« Reply #933 on: March 28, 2009, 06:37:50 PM » |
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Ah, it all makes sense now! Thanks! Edit: Trying to create a mood for the mountains, a little improv piano piece with it in mind: fleh.sereneworx.com/cafe/Mountains.mp3
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« Last Edit: March 28, 2009, 07:29:14 PM by sereneworx »
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Mr. LL
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« Reply #934 on: March 28, 2009, 09:31:04 PM » |
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Ooo... very nice. It's empty sounding, but that fits with the mood of the mountains from the mock-ups (that's what they are right?) that we've seen so far. It's a very nice piece in my opinion.
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kyn
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« Reply #935 on: March 29, 2009, 02:24:39 AM » |
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Question, will the game have a particle system like falling snow, rain, blowing leaves, etc? Because I almost feel the wind blowing with that music, it would definitely be a plus.
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sereneworx
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« Reply #936 on: March 29, 2009, 02:59:06 AM » |
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Absolutely. ..Well, that's the artist talking. If Henrik can't do it for some reason (which I don't really foresee, particle effects can't be that hard, right?) then obviously not. But yeah. More UI ideas.   I'm posting these so I can get some feedback, so please, feed back.
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Gainsworthy
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« Reply #937 on: March 29, 2009, 03:15:52 AM » |
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I'll feed, sure.
Unsually, but first things first, a criticism: That cliff looks too sparse. And un-natural. It just kind of sticks out, no feeling of support, and the vectors are a tad too regular. Looks kind of sparse compared to your other screens, too.
Right, with that out of the way, Trams are rad. As are MOUNTAIN DELIS. I hope you can pay a visit.
The "c to interact" is... useful, I suppose, but a little too much considering your look. I'd stick with a "c" in a little box above an Interactive's head when they come into range. Box should be White, maybe with a touch of Orange in the corner. Help visibility. If you want to give Keytips* at all, that is.
The Speech Bubble's really nice. As is Mrs Mimi, I'm sure.
*I'd actually reccomend it, but maybe an option to turn it off would be nice too.
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sereneworx
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« Reply #938 on: March 29, 2009, 03:37:04 AM » |
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That little 'c to interact' bubble will only show up the first time you get the opportunity to interact with something, so that you get the idea that when an arrow appears above something, it means you can interact with it. I probably should have mentioned that. Imagine this is the context of a sort of... tutorial area, perhaps. LEDGE SOLIDITY +10!  I'm not sure that I understand about the sparseness that you mentioned, care to elaborate? Also, I promised myself I wouldn't show this, but my other self wants to. I give in (to myself?) easily. 
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Renton
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« Reply #939 on: March 29, 2009, 04:23:07 AM » |
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I'd frequent that café. (Provided that they play jazz)
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