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Diamonddust
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« Reply #15 on: October 13, 2012, 08:35:25 PM » |
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Looking good man, I'm loving all of your projects.
I need to try a sprint game-making session like this, I always bite off more than I can chew... then I get all jazzed about another idea before I finish.
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SolarLune
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« Reply #16 on: October 13, 2012, 11:25:52 PM » |
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Thanks, guys. Posted this for Screenshot Saturday - the current state of the GUI for Misshoni. I still need to get the HP bar and ammo ticker functional, but I like it compared to the usual style of GUI indicators for 2D games. 
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Thecoolestnerdguy
Level 1

Can't code without autocomplete.
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« Reply #17 on: October 14, 2012, 06:04:03 AM » |
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Well, when I heard that Soldier of development was paused I was like:  But when I saw Misshoni I was like:  And about monetization, I don't care about how much it will cost, just take my  .
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Eu sou brasileiro, com muito orgulho, com muito amor!
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Lazycow
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« Reply #18 on: October 14, 2012, 06:32:36 AM » |
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hehe... excellent!  What about a preview of all planned enemies?
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Tom Cashman
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« Reply #19 on: October 14, 2012, 08:54:00 AM » |
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That artwork is awesome! When can you take my money? 
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happymonster
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« Reply #20 on: October 14, 2012, 09:52:19 AM » |
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The art is great..  The only thing that bugs me is the diagonal pillar that is rotated with hardware - and so doesn't have the pixels showing the same as the other artwork.
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Graham.
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« Reply #21 on: October 14, 2012, 09:54:12 AM » |
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like the music. happy, trippy, w/ an energy to do things.
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SnakeChair
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« Reply #22 on: October 14, 2012, 01:39:47 PM » |
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Great music!! The game looks amazing! I love all that mechanical stuff in the background and the huge sun giving that feeling that your extremely high in the air!
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SolarLune
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« Reply #23 on: October 16, 2012, 10:51:27 PM » |
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Wow, thanks, everyone. @happymonster - Yeah, I see the pillar's rotated a bit odd. I could pixel it myself, but I'm not sure if I'll get around to it. The environment so far's just kind of an art test than the way it will literally go (though the finished level will look similar). @Lazycow - I'm not sure of all of the enemies just yet, but I do have one that I'm just implementing right now, basically.  This is a Slice. They ram toward you when you approach them. I still have some things to do to make them really 'shine', though. The sprites aren't finished, really. The character's kind of based off of one I drew years and years ago that was basically just a trapezoid with an outline.
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Sinclairian
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« Reply #24 on: October 17, 2012, 03:48:00 AM » |
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That above screenshot looks really promising. I love that graphical style in games, 'cause it gives such a nice retro feel, yet somehow (to me) it looks modern. Like a stylized painting.
I do like, good luck with the project, I'll be checking back definitely!
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SolarLune
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« Reply #25 on: October 17, 2012, 09:33:45 PM » |
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@Sinclairian - Thanks. I hope to keep working on it. Welp, today was pretty productive. I did some stuff. I implemented recoil into the weapons yesterday, and messed around with that, trying to do a 'wave-dash' kind of technique.  It's kind of difficult to pull off, unfortunately. I probably need to work on my 'ground touching' physics a bit. I also almost finished the Slice enemy. He does almost everything, except that he won't use only smoke particles (and there's kind of a lot of them), and he doesn't hurt the player yet. :p  Also, I sprited this guy.  I have a pretty good idea of what he'll do. Do you?
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Graham.
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« Reply #26 on: October 17, 2012, 09:44:40 PM » |
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Yeah, something I like.
Maybe he jumps around in a funny pattern, or he flies.
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SnakeChair
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« Reply #27 on: October 17, 2012, 09:59:46 PM » |
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Looks great but is there anyway you can get the shine/light of the sun to go behind the tech in the background? That might look more realistic.
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SolarLune
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« Reply #28 on: October 19, 2012, 08:19:38 AM » |
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@Graham - Close, yeah. It'll involve jumping for sure. @SnakeChair - The sun already does - the 'shine' is in front of everything, though. So I fiddled around with the gravity after trying to make ramps. It kept sliding back, so instead of adding material-based friction (which doesn't really work well for more fast-paced games as falling characters tend to grip on the floor material like it's sandpaper), I decided to just do a raycast and handle the gravity myself. It's working alright, surprisingly. 
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« Last Edit: October 19, 2012, 08:24:45 AM by SolarLune »
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McMutton
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« Reply #29 on: October 19, 2012, 08:08:36 PM » |
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This looks super nifty; shooting downward is the best thingy.
The ruins in the background look a bit too linear, methinks; like they're all just in a straight line perfectly parallel to the play area.
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