karlozalb
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« Reply #120 on: July 13, 2014, 01:22:30 AM » |
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New mobile platform in motion!
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karlozalb
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« Reply #121 on: July 17, 2014, 04:41:50 AM » |
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A little video showing a preview of the stealth system Hope you like it!
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karlozalb
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« Reply #122 on: July 25, 2014, 01:24:42 AM » |
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Hi! Last week I did this: Yep! atmosphere deformation! We wanted to implement this to improve the planetary jumping aesthetic The process is simple: - I created a mesh with 361 vertices (one per each degree + 1 for the center) - When the player touches the atmosphere, I apply a sine function to the affected vertex position and his neighbours. Every iteration the amplitude and time are modified in order to speed up the bouncing movement, and the result is that elastic effect! Probably I'll make a more specific tutorial of this process in my blog Hope you like it!
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karlozalb
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« Reply #123 on: July 27, 2014, 06:20:49 AM » |
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Last screenshot saturday image! The mech-enemy jumping over the main character :D, we're creating the sceneries and the epic moments for the KS video
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karlozalb
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« Reply #124 on: July 28, 2014, 11:38:26 AM » |
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A little cutscene showing the mech enemy walking. Look at the camera tremble and the main character animation when a foot hits the floor (watch it in 720p!)
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karlozalb
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« Reply #125 on: July 31, 2014, 01:35:23 AM » |
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New environment details like falling leaves and dynamic grass
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karlozalb
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« Reply #126 on: August 01, 2014, 01:41:53 AM » |
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Indie4Fun
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« Reply #127 on: August 02, 2014, 10:43:26 PM » |
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Hi! Last time I entered here was months ago, and the game really progressed a lot! I feel a little bit as you moved from java to unity, this was one of the few nice and indie projects made in java (AFAIK). But anyways, I'm sure that you will gain some development speed. Overall I really like how the game is evolving. Maybe, if I have to say something, I think that when the elements change direction (enemies and lights in alpha gameplay videao 07), they should do it in a more smooth way, not a instantaneous speed change. That would make things look quite better (in my opinion )
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Kickstarting Izzy's Revenge right now!!
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karlozalb
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« Reply #128 on: August 03, 2014, 02:49:40 AM » |
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Hi! Last time I entered here was months ago, and the game really progressed a lot! I feel a little bit as you moved from java to unity, this was one of the few nice and indie projects made in java (AFAIK). But anyways, I'm sure that you will gain some development speed. Overall I really like how the game is evolving. Maybe, if I have to say something, I think that when the elements change direction (enemies and lights in alpha gameplay videao 07), they should do it in a more smooth way, not a instantaneous speed change. That would make things look quite better (in my opinion ) Thank you! The idea about velocity is good :D I prefer the Java/LibGDX development style and "control everything" philosophy, but the main reason for changing from Java to Unity was... the map editors & portability. Develop two map editors (one for each kind of stage) and a game simultaneously is a huge task, and we're only two coders. The Unity philosophy about extending the editor fits better with our development. And of course, the possibility of export the game for consoles is a (very) good thing too
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karlozalb
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« Reply #129 on: August 04, 2014, 01:02:55 PM » |
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Here you're a screenshot of a very very early version of a technomedieval stage Any feedback will be appreciated!
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karlozalb
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« Reply #130 on: August 07, 2014, 01:53:58 AM » |
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In this video you'll see a new space puzzle: the mirror/laser puzzle. The objective is supply energy to the portal that initially it's off. Tha main character must use different levers (yes, that green little things are levers, we'll change their colour) to adjust the angle of the different mirrors and guide the laser to its destination.
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karlozalb
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« Reply #131 on: August 11, 2014, 11:26:07 AM » |
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A little piece of our kickstarter video . The main character's rage!
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Indie4Fun
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« Reply #132 on: August 17, 2014, 10:00:32 PM » |
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Hi! I totally understand your approach with Unity. About technomedieval stage, its nice! I like it. Maybe I would expected some light coming from the stained glass. I really like the spikes shape.
About the Animation you created for the KS (good luck!!) I like the second part (when he moves his head), but when he furrow his brown, it looks a little weird, maybe because the animation stops suddently? cannot exactly say.
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Kickstarting Izzy's Revenge right now!!
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karlozalb
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« Reply #133 on: August 21, 2014, 07:09:53 AM » |
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Hi! I totally understand your approach with Unity. About technomedieval stage, its nice! I like it. Maybe I would expected some light coming from the stained glass. I really like the spikes shape.
About the Animation you created for the KS (good luck!!) I like the second part (when he moves his head), but when he furrow his brown, it looks a little weird, maybe because the animation stops suddently? cannot exactly say.
Hey! thank you! the technomedieval stage is still a WIP.There will be light through the windows of course!. About the character animation, I don't know what's exactly the problem that you see in it :S but you need to see it in the final video, with the other scene elements. Here you have a new technomedieval platforming
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karlozalb
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« Reply #134 on: August 27, 2014, 04:53:56 AM » |
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New jungle stage platforming video Hope you like it!
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karlozalb
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« Reply #135 on: October 02, 2014, 01:03:35 AM » |
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At long last, a new update!!! This is the first version of the HUD The speed of the panels is not final, we've to define it. Also we should replace the current font with a "computer style" one.
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karlozalb
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« Reply #136 on: October 07, 2014, 12:46:37 PM » |
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More new stuff! In this video we show the inseparable friend of our hero who, as him, has no name :D (Provisionally we refer to her as IA).
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karlozalb
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« Reply #137 on: October 30, 2014, 02:34:05 AM » |
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New stuff!!! We've developed an "item launcher" system. In this video you'll see our hero launching grenades. But there're also mines and decoys, we'll show them soon. As usual, it's an early version, sound and graphics are not final, specially the explosion
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CrystalRift
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« Reply #138 on: October 30, 2014, 02:42:27 AM » |
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This looks great love the characters - they've very emotive and the animation is excellent. Seems like a nice mix of ideas as well - the Mario Galaxy style gameplay is always awesome. I'll keep following this
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karlozalb
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« Reply #139 on: October 31, 2014, 02:09:47 AM » |
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This looks great love the characters - they've very emotive and the animation is excellent. Seems like a nice mix of ideas as well - the Mario Galaxy style gameplay is always awesome. I'll keep following this Thank you , we're improving a lot of old things (the space part mainly), we expect to show more things soon!
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