blackarm
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« Reply #20 on: July 31, 2013, 03:50:52 PM » |
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aaah, he's got bones in his hair!
possible reference to The Simpsons arcade games?
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blackarm
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« Reply #21 on: July 31, 2013, 03:54:23 PM » |
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...
Love this. The art style is great, and there aren't enough space-exploration games. Really like the way you handle landing/taking off from a planet. Keep it up. Also, gas station attendant robots, that actually reposition your ship? That is awesome. Those little things.
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ericmbernier
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« Reply #22 on: July 31, 2013, 06:38:18 PM » |
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aaah, he's got bones in his hair!
possible reference to The Simpsons arcade games? Ha, I totally forgot about that. Nice mention.
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karlozalb
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« Reply #23 on: July 31, 2013, 10:29:48 PM » |
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aaah, he's got bones in his hair!
possible reference to The Simpsons arcade games? yep! ...
Love this. The art style is great, and there aren't enough space-exploration games. Really like the way you handle landing/taking off from a planet. Keep it up. Also, gas station attendant robots, that actually reposition your ship? That is awesome. Those little things. Thank you blackarm! The robot reposition the ship in order to throw the trash through the door. If you land enough centered, you can throw the trash without repositioning and you'll get more points/bonus or something
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karlozalb
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« Reply #24 on: August 03, 2013, 04:19:16 AM » |
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« Last Edit: August 03, 2013, 07:01:35 AM by karlozalb »
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karlozalb
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« Reply #25 on: August 04, 2013, 04:44:57 AM » |
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Hi! I want to tell you about this week work We are currently developing IA for both stage types: - Platform stages: The enemies (yes, of course, there are enemies ) can patrol or they can be static and watching around. If they see you, they follow and shoot you (or melee attack you if they don't have any ranged weapon). - Space stages: Basically the enemies are pirate space ships that follow a path (or they cross the stage and then dissapear). If they see you, They'll follow you to the hell. We're working on pathfinding. Firstly I tried to discretize the map and apply an optimized A*, but the result is poor: a lot of time for calculation and a non-smooth path. I'm trying now to "simulate" the human control: no pathfinding, simply obstacle avoidance and following a target. Additionally, we're including this functionality in the editor, in order to fully-customize the behaviours of enemies. I'll post more information soon. See you!
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karlozalb
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« Reply #26 on: August 09, 2013, 04:26:11 PM » |
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Hi! I want to show you some updated art *The melee enemy has been updated too, I'll show you very soon.
This week we've working on IA as I said. We've worked too on asteroids/meteroids and new enemies I've updated the main post with some new information. A summary: The things that you can do: - Travel through the space in order to discover new planets,collectibles,NPCs,trash...
- Solve different type of puzzles.
- Fight against enemies (space pirates, soldiers, turrets...)
- Upgrade your ship and weapons.
- Discover the main plot.
Main idea We want to combine this in two different kind of stages that are joined. You can land on a planet with your ship, and enter with the character in a factory (2D platforms stage), and then, you can exit the factory and fly again. It's a spatial pseudo-sandbox.I hope you like the idea and art
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ericmbernier
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« Reply #27 on: August 09, 2013, 06:37:41 PM » |
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The little green cop alien is looking good!
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karlozalb
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« Reply #28 on: August 11, 2013, 04:19:54 AM » |
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The little green cop alien is looking good! Thank you man! New worker/melee enemy design in motion
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eigenbom
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« Reply #29 on: August 11, 2013, 03:12:10 PM » |
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good to see the sprites WIP :D
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karlozalb
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« Reply #30 on: August 12, 2013, 02:07:13 AM » |
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good to see the sprites WIP :D
Yeah! Thanks! Is It less SMB now eigenbom? We want to publish a new platform stage video next week, with shoots, punches and extreme hardcore violence
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rundown
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« Reply #31 on: August 12, 2013, 02:50:35 AM » |
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good to see the sprites WIP :D
Yeah! Thanks! Is It less SMB now eigenbom? We want to publish a new platform stage video next week, with shoots, punches and extreme hardcore violence can't wait =3
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karlozalb
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« Reply #32 on: August 13, 2013, 01:19:48 PM » |
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good to see the sprites WIP :D
Yeah! Thanks! Is It less SMB now eigenbom? We want to publish a new platform stage video next week, with shoots, punches and extreme hardcore violence can't wait =3 Me neither rundown! But the "extreme hardcore violence" was a joke (punches and shoots don't ,hope you have not lost interest in this =3) We are working on enemies right now (a decent IA is painful). The enemies are (graphically) designed to be sillies, but the IA needs to be a little bit smart in order to give a challenge to the player. I hope to put a playable version in september for you to try and get some feedback
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karlozalb
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« Reply #33 on: August 15, 2013, 08:39:34 AM » |
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New mechanized enemy, a turret Idle: Alarm! Shooting:
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moi
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« Reply #34 on: August 15, 2013, 08:52:35 AM » |
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I have the feeling that the light cones are a bit too much
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subsystems subsystems subsystems
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karlozalb
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« Reply #35 on: August 15, 2013, 01:16:22 PM » |
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You may be right, but we want to see how looks in game. Maybe with the grey background,the contrast sensation is too high. In addition, we want the player be able to see easily that He he fires the alarm. We will change it if needed of course! thank you for your advice
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ericmbernier
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« Reply #36 on: August 15, 2013, 04:22:10 PM » |
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You may be right, but we want to see how looks in game. Maybe with the grey background,the contrast sensation is too high. In addition, we want the player be able to see easily that He he fires the alarm. We will change it if needed of course! thank you for your advice Ha, I thought the light cones were propellers at first, and that the turrets were flying turrets. Definitely need to see them in game.
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karlozalb
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« Reply #37 on: August 16, 2013, 05:00:03 PM » |
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yeah totally agree, probably they will not be there in the next video, but we want to include them as soon as possible
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karlozalb
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« Reply #38 on: August 17, 2013, 03:27:22 AM » |
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A WIP of the destructible elements. You can kill enemies and unchain the apocalypse with this! (the meteoroids are not finished yet!)
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karlozalb
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« Reply #39 on: August 22, 2013, 03:16:10 AM » |
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Yep, there are few updates this week, we are on vacations now (just a week, "Free your mind, Neo"), but we are still working on the new video. To entertain the waiting, here is the electrocuted guy with the full animation . Hope you like it!
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