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1043866 Posts in 42297 Topics- by 33968 Members - Latest Member: btdsys

September 19, 2014, 09:51:41 AM
TIGSource ForumsFeedbackDevLogsChasm [2d action-rpg platformer]
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DiscordGames
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« Reply #140 on: January 14, 2013, 09:36:29 AM »

Yeah, no problem here.  Just unity between your different presentations (art/sound/music) is something to think about, and something I've noticed lacking lately in the indie field.

...
Initial impressions weren't as positive for me, though. The guy put on a helmet in the first video but it didn't show up on the character. Bad, bad form!
...

I like this comment, because I'm not sure why anyone would expect that at all.  Only a handful of 2d games actually did this, most of which are made by large companies with the time and money to do it.

Yea, I don't think people realize how complicated that actually is for pixel games! We'd have to make a variation of every player animation with a different helmet.. don't think that's too realistic! :D

Only way around I know is to have shit animations, and mount the items on in-game.. but that's not what we're going for at all. Whatever happened to imaginations?
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Ben_Hurr
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« Reply #141 on: January 14, 2013, 09:50:34 AM »

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Only way around I know is to have shit animations, and mount the items on in-game.. but that's not what we're going for at all. Whatever happened to imaginations?
I think that's how terraria does it.  Tongue

But yeah.  If you're doing it so the game reflects each piece of equipment, like hats, boots, pants, etc, you have to break the player up into those pieces.  That means we'd have to animate different sets of arms, heads, legs for each player animation, for each piece of equipment. Concerned

Personally in the thing I'm working on, I'd just change appearence based on a large overall piece of equipment, like a full suit of armor or a robe.  But even that means redoing each player animation for each piece of equipment like that.
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DiscordGames
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« Reply #142 on: January 14, 2013, 09:57:14 AM »

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Only way around I know is to have shit animations, and mount the items on in-game.. but that's not what we're going for at all. Whatever happened to imaginations?
I think that's how terraria does it.  Tongue

But yeah.  If you're doing it so the game reflects each piece of equipment, like hats, boots, pants, etc, you have to break the player up into those pieces.  That means we'd have to animate different sets of arms, heads, legs for each player animation, for each piece of equipment. Concerned

Personally in the thing I'm working on, I'd just change appearence based on a large overall piece of equipment, like a full suit of armor or a robe.  But even that means redoing each player animation for each piece of equipment like that.

That's actually what were planning on doing. Whatever kind of armor is equipped to your body slot, you get a matching style. So it won't be perfect (leather studded armor and leather hide would use same leather-version sprite), but it's better than nothing.
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Ben_Hurr
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« Reply #143 on: January 14, 2013, 09:58:38 AM »

Yeah its still definately a nice touch, and much more sane to do.
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« Reply #144 on: January 14, 2013, 10:02:40 AM »

Some things are just simpler in 3d, even if it sounds simpler with 2d.
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DrDerekDoctors
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« Reply #145 on: January 14, 2013, 11:33:22 PM »

I am now watching this thread like THE EYE OF SAURON. Looks ace! Smiley
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« Reply #146 on: January 15, 2013, 02:12:35 AM »

Keep it up. MetroidVania are so rare.
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beetleking22
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« Reply #147 on: January 15, 2013, 04:28:57 AM »

It sounds sort of like this: http://www.youtube.com/watch?v=2WKBjmJCBHw
Not necessarily bad, but very synth-ey, and not very fitting in a fantasy game.

Quote
Also, I'd say the graphics are closer to SNES than PSX.
Well, it doesn't really matter.  It's just that it looks way better than it sounds, and if the sounds are placeholder that'd be why.  Tongue

Sorry if I came off as shitting on your parade, I just noticed you have a potential best-seller here if only there was some refinement.  Polishing diamonds and all that. Gentleman

Im not sure but to my knowledge Metroidvania type of games (Sadly) are not guarantee best-seller even if the games is Super B. All of Metroid and Casltevania types of Metroidvania games had sold pretty badly. This game may sell the same or more than Cave story and I think its has more pontential sell even better if the game is sandbox.. Im not 100% sure...  Maybe i'm ignorant.


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Bandreus
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« Reply #148 on: January 15, 2013, 05:36:02 AM »

No game is a guaranteed bestseller, it all comes down to quality of the game and managing to hit the right market. Luck being involved as well ofc.

That being said, there have been quite some games in the genre to sell more than decently. Maybe not breaching into top-sellers history, but still making huge cash. Keep in mind, you don't always need to sell hundreds of thousands of copies for your game to be considered successful.
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« Reply #149 on: January 15, 2013, 05:41:43 AM »

I love the crisp look of those pixels - yummy.
I think the look has a lot of Secret of Mana in it, which is a good thing IMHO.
As for the whole 2D pixebased RPG platformer, the most frightening thing to me is usually the whole character customization and having to redo all the animations for the different equipment layers.
Keep going!
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beetleking22
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« Reply #150 on: January 15, 2013, 07:32:21 AM »

No game is a guaranteed bestseller, it all comes down to quality of the game and managing to hit the right market. Luck being involved as well ofc.

Yeah I agree but somehow Metroidvania games has never had lucky with the market. Its pretty sad because metroidvania games are one of my favorite genre.

That being said, there have been quite some games in the genre to sell more than decently. Maybe not breaching into top-sellers history, but still making huge cash. Keep in mind, you don't always need to sell hundreds of thousands of copies for your game to be considered successful.

For bigger company I dont think it is much of cash but for indie developers it is jack pot.
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DiscordGames
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« Reply #151 on: January 15, 2013, 11:06:55 PM »

The last couple days have mostly consisted of rewriting lots of prototype code and expanding functionality, so there's not too much to show yet. The biggest single thing is that I added the concept of Spellbooks. You can equip them to any hand just like swords and potions, and they use new MP to cast. Here's a list of what I can recall since Sunday:

  • Added Intelligence stat (INT) and Magic Points (MP), updated menus
  • Added new Spellbook weapon type, and made Fireball Spellbook
  • Added new DamageType enum to distinguish between types of damage (Cut, Fire, etc.)
  • Updated enemies to die appropriately (char or bisect)
  • Fixed tons of bugs, refactoring, etc.

Here's a look at the Fireball with some temporary graphics:

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beetleking22
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« Reply #152 on: January 15, 2013, 11:25:40 PM »

The last couple days have mostly consisted of rewriting lots of prototype code and expanding functionality, so there's not too much to show yet. The biggest single thing is that I added the concept of Spellbooks. You can equip them to any hand just like swords and potions, and they use new MP to cast. Here's a list of what I can recall since Sunday:

  • Added Intelligence stat (INT) and Magic Points (MP), updated menus
  • Added new Spellbook weapon type, and made Fireball Spellbook
  • Added new DamageType enum to distinguish between types of damage (Cut, Fire, etc.)
  • Updated enemies to die appropriately (char or bisect)
  • Fixed tons of bugs, refactoring, etc.

Here's a look at the Fireball with some temporary graphics:



How much spells you can equip?
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egoitzOsa
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« Reply #153 on: January 16, 2013, 12:41:21 AM »

One more vote up for you on Greenlight. Really nice job!
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« Reply #154 on: January 16, 2013, 05:23:30 AM »

Looks nice, the only thing which troubles me is the animation on the hero. I could imagine a 180 turn with the hand streched out would look nice and also give the game more motion. The game really deserves super awesome animations because the graphics are way to awesome.

the particles are really sweet. I like such small particles just falling on the ground. Maybe a nice splash animation on hit would give the attack more visual power.

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One more vote up for you on Greenlight. Really nice job!

dito Smiley
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ANtY
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« Reply #155 on: January 16, 2013, 05:44:05 AM »

voted on gl too, I hope u get there, are pre-orders available?
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« Reply #156 on: January 16, 2013, 06:52:41 AM »

Discord, I think you should center those numbers above the head of the owner, instead of now, at the edge of the sprite(?).
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SolarLune
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« Reply #157 on: January 16, 2013, 07:51:01 AM »

I think the standing animation could be more bouncy. Instead of [1, 2, 3, 2], it could be [1, 2, 2, 3, 2, 2], or something to that effect.
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« Reply #158 on: January 16, 2013, 08:17:40 AM »

As usual an awesome looking feature. I'd have the eye dissolve into dust as if it had been incinerated. Just some nice particles, maybe have them feel "lighter" than the rest so they don't fall as fast. But either way I think that'd be a sweet way to have the eye go.
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DiscordGames
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« Reply #159 on: January 16, 2013, 08:35:36 AM »

How much spells you can equip?

You have two hands you can equip anything you'd like to. So you could hold a Fireball spellbook in one hand and a sword in the other, or two spellbooks, or two swords, or a potion and a spellbook, etc etc

Looks nice, the only thing which troubles me is the animation on the hero. I could imagine a 180 turn with the hand streched out would look nice and also give the game more motion. The game really deserves super awesome animations because the graphics are way to awesome.

the particles are really sweet. I like such small particles just falling on the ground. Maybe a nice splash animation on hit would give the attack more visual power.

Quote
One more vote up for you on Greenlight. Really nice job!

dito Smiley

Thanks for the vote! That's just my crappy temporary hacked animation btw. I'm sure Tony will do something way cooler :D

voted on gl too, I hope u get there, are pre-orders available?

Thanks! Not yet, I'm thinking around March area I'll open it up for alpha type access.

Discord, I think you should center those numbers above the head of the owner, instead of now, at the edge of the sprite(?).

Yea, I was kinda going back and forth on that. I'll think about it some more, thanks for pointing out.

As usual an awesome looking feature. I'd have the eye dissolve into dust as if it had been incinerated. Just some nice particles, maybe have them feel "lighter" than the rest so they don't fall as fast. But either way I think that'd be a sweet way to have the eye go.

Haha, that would be pretty sweet Nick. This is mostly temporary stuff for now, so I'll definitely put some thought to that!
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