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Pixelulsar
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« on: June 22, 2012, 11:24:42 AM » |
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« Last Edit: August 21, 2012, 04:52:36 AM by Pixelulsar »
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yuotta
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« Reply #1 on: June 22, 2012, 01:01:05 PM » |
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Well yeah show me more!
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Pixelulsar
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« Reply #2 on: June 22, 2012, 04:34:56 PM » |
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Well yeah show me more!
Sorry don't have much else to shot at the point, but...  ...more concept art. (This is just art the game will not look like this)
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Clearness
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« Reply #3 on: June 22, 2012, 10:19:20 PM » |
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I find the 3x scale to be the most pleasing. The art style is cute and playful. Simplicity is always nice.
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Pixelulsar
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« Reply #4 on: June 23, 2012, 09:32:08 AM » |
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« Last Edit: June 23, 2012, 09:49:30 AM by Pixelulsar »
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seagaia
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« Reply #5 on: June 23, 2012, 11:29:43 AM » |
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Started animating the movement of the player. I wanted to show it in this devlog so I figured out that you need to make a GIF file. It took a long time because I needed to change my sprite sheet into a bunch of seperate images. Does anyone know a program that turns a sprite sheet straight into a GIF file. Hows the animation?
i like the 3x the most as well. you could try to see if someone made a GIMP script that would do it, since i know you can make GIFs in gimp by stacking a bunch of layers and exporting (presumably you can just script those actions)
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My devlogs 
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Pixelulsar
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« Reply #6 on: June 26, 2012, 06:56:24 AM » |
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Here is a screenshot actually from inside the game, not concept art any more. The background is a bit bare, but I'll fix that later.  Its been a few days since the last update on this devlog, but that is because I was just programming with nothing to show. I made the player able to move and he his fully animated now. Notice how the level is all nice and tiled? I am way too lazy to tile stuff myself, so I made the walls tile themselves automatically. This is what I spent most of my time doing, because it would never work, I couldn't get the walls to detect each other. It turns out that I was trying to detect walls right when they were added into the game, and you can't detect something the same frame you add it in. (I feel dumb for not knowing that) Once I figured that out, it worked, and I never have to waste time tiling levels again!  Edit: More examples of automatically tiled land. 
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« Last Edit: June 26, 2012, 07:06:07 AM by Pixelulsar »
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Pixelulsar
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« Reply #7 on: June 26, 2012, 05:58:58 PM » |
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https://www.youtube.com/watch?v=aNbJy-a-a4YThis is a link to a video of me walking around and testing out the games engine. Just wanted to show what the game looks like in motion. Any feedback would be greatly appreciated.
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Franklins Ghost
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« Reply #8 on: June 26, 2012, 08:34:48 PM » |
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Looks like your engine is running well  Like your colours and visuals but had thought the character was a balloon so thought the movement would have been slower and more floaty.
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Pixelulsar
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« Reply #9 on: June 27, 2012, 05:14:14 AM » |
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Looks like your engine is running well  Like your colours and visuals but had thought the character was a balloon so thought the movement would have been slower and more floaty. He will be slower and more floaty, that video was from before I finalized the movement.
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Samura
Level 0
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« Reply #10 on: June 27, 2012, 07:42:32 AM » |
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Suggestion about the movement. When the balloon is moving forward, the balloon should stay a little back, as if being tugged at the bottom?
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Pixelulsar
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« Reply #12 on: June 29, 2012, 06:42:45 PM » |
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Added another enemy, still going with the mini devil look, but I really like this new one. His bullets fire differently then most. The closer you are, the slower the bullets go and they go faster as you get further out. This might sound confusing, so you can see it in action and read more about it here: http://pixelulsar.wordpress.com/2012/06/30/fluunix-development-random-enemies/
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Pixelulsar
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« Reply #13 on: July 03, 2012, 11:14:34 AM » |
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Sorry for the lack of updates recently, I've been busy. Anyway, I added new enemies, and things like locks and timers. I've also been designing some more levels. Nothing fancy to show.
I looked up at the original post, and realized that I wrote the game would have puzzle elements in it. This is no longer true. However, it would add variety to the game if it wasn't just straight platformer, so it will now have a bit of survival in it. The survival levels are fun when I get them right, but it is really easy to screw up the difficulty balance and make it too easy or to hard. For example, there was a survival level with shooting and their bullets were really difficult to dodge, so I added in some cover. Then you could just hide behind the cover and it was way too easy. I eventually found a balance, but it took a lot of trial and error.
Beta to test if the difficulty is right might be soon, when ever I feel the game is ready.
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