Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 12:48:20 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsoperation bloodshed
Pages: 1 [2] 3 4 5
Print
Author Topic: operation bloodshed  (Read 16899 times)
vittorioromeo
Level 2
**



View Profile WWW
« Reply #20 on: September 22, 2013, 08:31:13 AM »



Fixed the issues and added hair to the Assassin (not definitive).
Logged

Quarry
Level 10
*****


View Profile
« Reply #21 on: September 22, 2013, 09:07:21 AM »

I think the knight is still wrong...

I'm confused
Logged
vittorioromeo
Level 2
**



View Profile WWW
« Reply #22 on: September 22, 2013, 11:07:52 AM »

Yep, seems it still had some problems with the armor shoulderpads. I moved the pixels to the correct location and added some extra details:

Logged

vittorioromeo
Level 2
**



View Profile WWW
« Reply #23 on: September 22, 2013, 02:21:01 PM »

new video - fighting some enemy types





Current (temporary) enemy types:
1. small alien: just runs at you and deals damage on touch
2. charger: periodically charges against the player
3. juggernaut: fast, resistant to damage, constantly shoots bullets
4. giant: fast, heavy, very resistant to damage, constantly showers the player in bullets
Logged

TonyNowak
Level 0
***



View Profile WWW
« Reply #24 on: September 22, 2013, 04:50:47 PM »

The characters are hard to make out, strictly because of the COLOR OF THE FLOOR AND SURROUNDING OBJECTS, they clash a ton. If you'd fix those (maybe try some complimentary colors or use the same color and make the floor darker and the walls lighter) it'd be a lot easier to read. But totally awesome job on particles, I am dazzled sir.
Logged
vittorioromeo
Level 2
**



View Profile WWW
« Reply #25 on: September 23, 2013, 12:45:26 AM »

The characters are hard to make out, strictly because of the COLOR OF THE FLOOR AND SURROUNDING OBJECTS, they clash a ton. If you'd fix those (maybe try some complimentary colors or use the same color and make the floor darker and the walls lighter) it'd be a lot easier to read. But totally awesome job on particles, I am dazzled sir.

Thanks for the feedback. Unfortunately I'm a terrible artist, especially when it comes to colors - I've tried multiple times to mess with the colors but I cannot find a way to prevent "clashing". I admit I could use an hand here...
Logged

vittorioromeo
Level 2
**



View Profile WWW
« Reply #26 on: September 23, 2013, 05:41:16 AM »

I tried lowering brightness and contrast a bit, also messed with the hue - is it more readable now?
Logged

Rat Casket
Level 10
*****


i can do what i want


View Profile WWW
« Reply #27 on: September 23, 2013, 05:56:09 AM »

I'm not seeing any glitches ..

Neither am I.
Logged

Quarry
Level 10
*****


View Profile
« Reply #28 on: September 23, 2013, 07:48:32 AM »

I'm not seeing any glitches ..

Neither am I.

Quote
Yep, there are some .gif glitches. I recorded it as usual, but had to crop it with GIMP because it was too big. And it got glitched Sad

I stand correct
Logged
Rat Casket
Level 10
*****


i can do what i want


View Profile WWW
« Reply #29 on: September 23, 2013, 07:51:12 AM »

Nobody said you were wrong.
Logged

Quarry
Level 10
*****


View Profile
« Reply #30 on: September 23, 2013, 08:22:32 AM »

Then why did you reinforce his statement
Logged
Rat Casket
Level 10
*****


i can do what i want


View Profile WWW
« Reply #31 on: September 23, 2013, 08:36:13 AM »

Because neither of us saw the glitches you failed to describe. He and I both assumed the left over green bits were body parts rather than some glitch.

Also I didn't see the dudes post verifying that it was a glitch. Either way nobody said you were wrong. I simply said I didn't see them.
Logged

Quarry
Level 10
*****


View Profile
« Reply #32 on: September 23, 2013, 10:17:32 AM »

k cool
Logged
vittorioromeo
Level 2
**



View Profile WWW
« Reply #33 on: September 24, 2013, 01:33:33 AM »

new video - major progress (ai, gfx, etc...)




* Major AI improvements: pursuit/evade/seek behaviors
* New enemy type: spinning ball
* New enemy type: gunner small alien - shoots like the player (restricted to 8 directions), tries to line up his shoots
* GFX improvements: characters are easier to see, random tile variations
Logged

somin
Level 0
***



View Profile WWW
« Reply #34 on: September 24, 2013, 01:43:03 AM »

Neat Smiley I like the flocking behaviour look when they try to stay at a distance and avoid each other at the same time Smiley

keep it up!
Logged

@sominklein      WIP Story Exploration Game      WIP Weltenformer      Done CLIMB
vittorioromeo
Level 2
**



View Profile WWW
« Reply #35 on: September 24, 2013, 01:11:23 PM »

Thanks for the feedback!

new video - all alien types can now have weapons


Logged

vittorioromeo
Level 2
**



View Profile WWW
« Reply #36 on: September 25, 2013, 08:13:42 AM »

new video - turrets, bar hp counter, pits, new enemy variants


Logged

Udderdude
Level 10
*****


View Profile WWW
« Reply #37 on: September 25, 2013, 10:01:10 AM »

You might want to work on those turret graphics.  At first I thought they were indestructable, permanent parts of the level .. until you blew them up, of course. D:
Logged
vittorioromeo
Level 2
**



View Profile WWW
« Reply #38 on: September 25, 2013, 11:02:26 AM »

You might want to work on those turret graphics.  At first I thought they were indestructable, permanent parts of the level .. until you blew them up, of course. D:

Hmm, any idea on how I could make it clearer that they are destructible?
I kinda like the fact that they are "embedded" into level architecture.

Also, started to work on a smudgy font for the HUD:


And here's the update spritesheet in all it's horribleness:
« Last Edit: September 25, 2013, 11:08:18 AM by vittorioromeo » Logged

vittorioromeo
Level 2
**



View Profile WWW
« Reply #39 on: September 25, 2013, 11:52:30 AM »

Got auto-tiling walls implemented!


And the code is great:


...just kidding, but it's easy to refactor Tongue
Logged

Pages: 1 [2] 3 4 5
Print
Jump to:  

Theme orange-lt created by panic