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TIGSource ForumsCommunityDevLogsMalaika Princess - The Game (2D RPG action Endless Runner )
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Author Topic: Malaika Princess - The Game (2D RPG action Endless Runner )  (Read 70911 times)
airman4
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« Reply #80 on: July 23, 2013, 10:24:45 AM »

Paul eres
okay then
making off for that shit

http://k-hermann.deviantart.com/art/Fish-turn-idle-387371028


I tried to show the basics , if it's obscure and all , just ask
You can ask on the tvpaint forums for the basics operations (cutting , brushes and all)

here we go
http://www.youtube.com/watch?v=5-siO691Izs&feature=youtu.be


Gimym TILBERT
To be honest ,your message is way too complex
I don't understand what you mean ?
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gimymblert
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« Reply #81 on: July 23, 2013, 02:55:36 PM »

I'll rephrase but in case of I'll just put that here:
http://forums.tigsource.com/index.php?topic=3730.0
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gimymblert
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« Reply #82 on: August 01, 2013, 12:45:45 AM »

Gimym TILBERT
To be honest ,your message is way too complex
I don't understand what you mean ?

http://kpulv.com/106/Jump_Input_Buffering/
http://kpulv.com/123/Platforming_Ledge_Forgiveness/

It's just my opinion but "slide" works better with larger platform and no pit and less precision while moving/jumping.

I still haven't play later version yet (key problem on my computer) but maybe you can give the illusion while keeping tight control.

Trick like:
- visual to control delay, (things like a slight jump delay between the animation and the collision box, the collision box jump immediatly but the animation as 1 frame animation where it is still on the ground with preparing the jump, in some game like metroid other M the character shoot bullet even before the start of the animation)
- buffer, (see link above, also for wall jumping)
- anticipation, (animation, for exemple have a look ahead collision feeler and make the character animation have a contact even if the collision box haven't reach the ground)
- animation speed, (can be modulate independently of actual speed to influence the player's perception)
etc can help.

For example having:
1. a quick buffer for when the character jump out of a platform that remember how long the character have left the platform (to allow input some frame after the character left the ground),

2. or how long the player have pushed the button (to allow to rebound after a jump if the press happen just before the character hit the ground),

3. or don't allow the character to slip past (fall while sliding) a platform while sliding to prevent the character from falling when the player is already inputting a new direction, etc...

Camera is less important to get right than control but:
http://kpulv.com/89/Dev_Log__Platforming_Camera/
The video there is telling

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airman4
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« Reply #83 on: September 11, 2013, 03:51:46 AM »

Up ! infos on the development
Some stuff have been made
A lot of changes but i'll not give the ne'w build yet

I want to make a build or even two before the closing of 2013 year (that would be nice)
and release the final game in 2014

I'll add a new feature , tell me what you think



-When you die , you gonna be teleported to a mysterious statue (location between living worlds and dead worlds) and you'll have to face a little test to deserve to be resurrected !

Those test would be dropped randomly (if i can)

If you succed it , you go back and try to defeat the bosses or whenever.
it will happen each time you die.
« Last Edit: September 11, 2013, 04:10:43 AM by airman4 » Logged

airman4
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« Reply #84 on: October 04, 2013, 07:53:16 AM »

Night and day cycle testing
I'll add some new graphic too , build the universe now

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airman4
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« Reply #85 on: October 12, 2013, 01:56:37 PM »

Now doing some graphical real elements



The problem ,it's lag like hell



I'll do a flash export and ask if it's fluid or not

I think i'll remove the clouds and all

The giant sword is story wise , so can't be removed (it's the last boss heh !)

Basically the story is that Chinue the heroine is sent to a village of the water kingdom to fix a situation
A giant sword appeared in the sea and have awakened some legendary magical giant weapons (hammers , ssword , blades etc) wich were around there , abandoned.
Those giant sword are threatening the village and the giant sword in the sea is turning the sea in Blood wich is unfortunate

So basically you have to Destroy those weapons and make your ocean blue again.

There is more , but the PNG will help complete the stories and tell more to the people interested in the lore

For the dev , basically it's not okay since i have to deal with Lag issues and framerate
So please , try the game , i just wanto know if it's fluid or no

http://speedy.sh/6SW3n/malaika-the-game-test-tt.rar

Just stay in the scene , no need to go somewhere else


« Last Edit: October 12, 2013, 02:58:25 PM by airman4 » Logged

ANtY
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« Reply #86 on: October 22, 2013, 02:39:56 PM »

I like how this world and its characters look
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airman4
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« Reply #87 on: October 23, 2013, 12:21:41 AM »

I like how this world and its characters look

Thanks a lot Anty
really appreciated

Currently working on the tuto boss , very hard
Now i see that i worked closely one year on this
Okay i'm doing other stuff aside but wwow.

Anyway a lot of drawing are not finalized , i can't wait release the tuto boss hoping people will understand the unique feature of this game (Communicate or not with the ennemy you have to Destroy)

There is also another unique feature , i dont know if it have been already made into video game
You'll see when i'll finish it and i hope people will love

Hint : it's a psychological feature , i'll break the 4th wall and ask gamers to choose...
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airman4
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« Reply #88 on: December 05, 2013, 09:54:53 AM »

Ok
So basically , the dev was a nightmare but i thought i finally managed to find something i'm happy with.

This game was even close to be a top-down type zelda game O_O


A lot of brainstorming , a lot of coding tossed out
Lot of game design wrong done

Here is a glimpse of the new game



The graphics are not worked out yet , but the main game will be kinda like that

Not a puzzle game but more action , you have to defend the village you assigned of ; the village is on the Left, any weapon wich touch the extreme left side is dangerous.
You dont have to loose any health , basically it's to stop the weapons before they reach the village or they "gun" down it with their attacks.

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airman4
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« Reply #89 on: December 31, 2013, 12:50:18 PM »

http://www.youtube.com/watch?v=VlesYjHaujQ&feature=youtu.be

Ok ! my last post before 2014!

It's basically a show of my work so far on this game
I'm happy with this and push it
You can have a glimpse of the game and its basics
Hope you'll like and get the concept.

Happy new year !


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gimymblert
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« Reply #90 on: January 25, 2014, 11:58:22 AM »

Where does the trailer's music come from?
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airman4
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« Reply #91 on: January 25, 2014, 02:08:11 PM »

It's a random song i choose on youtube
The real song i choose is here



If you want the youtube song , i can see on edit options what is it

The game has been changed again a bit , but the concept is kinda the same.
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airman4
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« Reply #92 on: March 11, 2014, 02:45:18 PM »

Hi all
i'm struggling for this game and it will be downgraded or dumbdowned , dunno how you say this in the right way

Anyway i started working on the hub a bit
It's a lot of work but i will try to make a playable game , little one in a first place and then we'll see

I still don't know if the dialogues with the Bosses will be here or be removed

This video shows the HUB of the game , you'll have to protect it from the Giantsd weapons attacks

https://www.youtube.com/watch?v=hrxXiJZO2F4&feature=youtu.be

sorry for the bad quality

There is no regular ennemies in this game , anyway not in the classic way
Also no super power in the classic way but anyway you'll get more when i'll be able to produce a playable build or more videos

Thanks
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airman4
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« Reply #93 on: March 13, 2014, 11:38:19 AM »

New video !
I got the final for the combat in game
i'll try to keep the dialogue between the heroine and the weapons there but can't guarantee it.

Basically , use the weapon the Boss send to the village , intercept it and send back to the ennemy
there is no bar life for the heroine but for the village you have to save

More info on the scenario way after , i need to work on the game and all

Video !
http://www.youtube.com/watch?v=DA64y6PZLNc&feature=youtu.be

A lot of graphics are placeholder , nothing pretty there ,sorry.
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airman4
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« Reply #94 on: March 18, 2014, 09:27:44 PM »

Hi
New video !
http://www.youtube.com/watch?v=ACzYHCXq0N4&feature=youtu.be

This time , time changing , more specific on the boss battle

Some stuff are not there yet , and the music is a filler
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« Reply #95 on: March 19, 2014, 12:54:34 AM »

I love the art direction of the game and the unique theme.  I wonder if you're zoomed out a little too much though? I feel like it's a shame to have such nice art and be so far away from it.
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airman4
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« Reply #96 on: March 19, 2014, 10:22:26 PM »

Thanks a lot !

Yeah i know
But it was done to give a giant space for the player and avoid technical issues (lag etc)
There is like a lot of stuff goin on sometimes
It's quite crazy









You can see the (blue )Battle maiden water sometimes , i added some new attacks for the Boss too.
« Last Edit: March 19, 2014, 10:57:38 PM by airman4 » Logged

airman4
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« Reply #97 on: April 07, 2014, 04:54:06 PM »

Ok so big up

The playable demo is there !!!
Nothing finished much yet BUT i need some comments on this

I plan to simplify the game more and more since it have frame per seconds issues , it kinda slow on my computer

Play the game , on the city (with the fishy house) go on the left , and pick the scythe only

I want comments on
:Fluidity , fluidity after a while
:Fun of the game
:repetitivity , if yes , how ?
: Attacks of the Boss (red leaf , red fireball , ground meteor)
: behavior of the boss (too much ? )(
If you can't beat the boss , no worries , just play for a while , try freely

When you are touched by red leaf or red scythe , you can loose your ability a while (A button wich fires water spirit fishes)

Basically how to beat the weapon, use his projectiles , also don't let the projectile go beyond the right limit of the screen , the village is on this road
The life jauge is the village and villagers you are assigned to protect , the game stops when this bar is filled out

When you touch a classic projectile , you froze him , Fish launch them into an icy form
Make connections , try stuff , play a lot to discovers stuff
When you froze a projectile , after a while the frozen projectile disappears

Ok i stop right ,good game!


http://www.kongregate.com/games/airman4/malaika-princess-wip-build?referrer=airman4

I need to work on the fish action button ...
Key arrow to move and A to Fish projectile
Z to dash
« Last Edit: April 07, 2014, 05:17:46 PM by airman4 » Logged

airman4
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« Reply #98 on: April 16, 2014, 10:34:29 AM »

New video of improvment




Totem gameplay added , when they show up the player can use them for more missile like summons
The artwork of these is not yet finished.
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« Reply #99 on: April 16, 2014, 11:05:54 AM »

First off, I absolutely LOVE the concept animation you did for this! I was a bit chaotic and had no sound, but it had such color, scale and character that it would make an excellent movie on it's own. Beautiful backgrounds, amazing designs and your characters are expressive and interesting...

I love the idea you have for the game, but I think you should make the character larger with more animations, a bit tighter on the action... that would be amazing. I know this is not what you want to hear, but I LOVE your character designs and the rich, lush environments in the video. I know it's tough, but your game is a racer, not a platformer, right? If you scale in a bit, it would be faster paced and a ton more interesting.

But however you decide to make it, I can't wait to see your progress!

-Eric, Minion Studios
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