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framk
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« Reply #1960 on: April 29, 2014, 09:42:11 AM » |
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I also did some Ludum O:  That looks super neat
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premonster
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« Reply #1961 on: April 30, 2014, 06:28:05 AM » |
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I also did some Ludum O:  how can i play this?
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eigenbom
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« Reply #1962 on: April 30, 2014, 05:52:37 PM » |
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Rilem - that looks super smooth! Here's a thing: 
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Buzzwerd
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« Reply #1963 on: April 30, 2014, 06:54:10 PM » |
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So many props to people that made a ludum dare game. Finally getting some enemies going. I've had more trouble figuring out how to make decent gifs of gameplay than any part of development  
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Buzzwerd
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« Reply #1967 on: May 02, 2014, 10:00:47 PM » |
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Man getting stuff actually working in the game is the best feeling. 
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havocplague
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« Reply #1968 on: May 03, 2014, 09:04:12 AM » |
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 Added a new enemy and played around with dust trails. Getting there. Now I just need to remove all the placeholders.
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JMickle
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« Reply #1969 on: May 03, 2014, 01:35:13 PM » |
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Geti
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« Reply #1970 on: May 03, 2014, 08:33:49 PM » |
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How come they all get out the middle? Looks cool otherwise.
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atmos
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« Reply #1971 on: May 03, 2014, 10:56:42 PM » |
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"No More Probes" 
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aldo
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« Reply #1972 on: May 04, 2014, 08:20:55 AM » |
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ink.inc
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« Reply #1973 on: May 04, 2014, 11:17:08 AM » |
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the splatter animation when the slime dies is p good, but the playable char is too static
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Buzzwerd
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« Reply #1974 on: May 04, 2014, 02:49:57 PM » |
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the splatter animation when the slime dies is p good, but the playable char is too static
Man, I was really worried about that. The character assets (hair, hat, wand, facial expression) switch and stack depending on power-ups you collect, so I couldn't come up with a efficient solution to do frame by frame while having lots of assets to switch into. I think I'll try rotating him on his up and down movement. Thanks for the feedback. When he dies he loses his power-ups and I was able to animate him more. 
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rikfuzz
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« Reply #1975 on: May 05, 2014, 08:14:11 AM » |
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@buzzwerd I really really like the mouth animation at the end and I wish I'd come up with that
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SolarLune
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« Reply #1976 on: May 05, 2014, 11:05:33 AM » |
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@buzzwerd I really really like the mouth animation at the end and I wish I'd come up with that
Yeah, that's pretty cool. I think the hero should tilt a bit when he flies toward the center, and the mouth could have teeth to help give the impression of a bite more - currently, it lacks punch. Also, it seems like the tongue would lick the lips before they open, not after.
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Buzzwerd
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« Reply #1977 on: May 05, 2014, 06:45:51 PM » |
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@rikfuzz Thanks!
@solarlune You're right that it's missing something. I'll try the tilting. The lack of teeth is a style choice that I'm sticking with for now, but the animation is definitely missing some anticipation and punch. I think I'll just go ahead and redo it. Thanks.
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Belimoth
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« Reply #1978 on: May 05, 2014, 07:28:55 PM » |
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You should change the z-order of the mouth when it is at its widest so that it is in front of the player.
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LightEnt
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« Reply #1979 on: May 05, 2014, 08:53:16 PM » |
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Apologize if these are too large  Added a wind simulation to the map, so grass now blows on its own. Currently researching ways to thoroughly abuse this.  Still sandboxing with particle effects for Fire / Fire magic.
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