NinthPower
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« Reply #80 on: May 02, 2014, 10:30:59 AM » |
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Still looking great. And that HUD
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Bombini
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« Reply #81 on: May 05, 2014, 12:22:50 AM » |
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Just wanted to mention that i love the art!
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ShinnyMetal
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« Reply #82 on: May 06, 2014, 09:24:55 PM » |
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Momeka_
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« Reply #83 on: May 07, 2014, 04:49:27 AM » |
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I love that doom effect!
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mirrorfish
Level 1
?!?! ... It's just a box.
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« Reply #84 on: May 07, 2014, 08:02:18 AM » |
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Looking really great, definitely interested to see what's next. Keep it up!
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08--n7.r6-79.84
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« Reply #85 on: May 08, 2014, 11:25:41 PM » |
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Now this world got the spirit, mood and energy, thank you, Brian! It's really amazing!
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karlozalb
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« Reply #86 on: May 09, 2014, 01:13:08 AM » |
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Fuckin' great sooooooooooooooooooooooonnnnnnnnnnnnngggggg!!!!
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08--n7.r6-79.84
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« Reply #87 on: May 09, 2014, 08:48:01 PM » |
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Mini-bosses messages: Quests status screen (temporary version):
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ShinnyMetal
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« Reply #88 on: May 13, 2014, 01:23:27 PM » |
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Fuckin' great sooooooooooooooooooooooonnnnnnnnnnnnngggggg!!!!
yesssssssssssssssssssssssssssssssssssssssssssss
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Canned Turkey
Guest
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« Reply #90 on: May 21, 2014, 11:03:39 AM » |
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08--n7.r6-79.84
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« Reply #91 on: May 22, 2014, 07:18:50 AM » |
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In late summer, we have to make a lot of stuff for demo. Also, now we have gameplay video:
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« Last Edit: June 04, 2014, 06:07:24 AM by 08--n7.r6-79.84 »
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pmprog
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« Reply #93 on: May 27, 2014, 11:03:10 PM » |
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Really like the vid, looks great
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Jaun
Level 0
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« Reply #94 on: May 28, 2014, 12:39:33 PM » |
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Really nice, I'm looking forward to this.
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English is not my first language, so let me know if I made any grammatical crime.
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08--n7.r6-79.84
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« Reply #95 on: June 04, 2014, 06:14:48 AM » |
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pmprog, Jaun, thanks, guys ^__^ Story illustration (or maybe fragment of short in-game movie): Main evil character of first act - Pink Locust: Quests screen: Some NES stuff: Sprite flicker test for NES version of game:
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« Last Edit: June 09, 2014, 07:54:22 AM by 08--n7.r6-79.84 »
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Lazycow
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« Reply #96 on: June 07, 2014, 05:04:04 AM » |
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Sprite flicker test for NES version of game: Ahhhh!!! "NES version of the game" sounds like a symphony! But "sprite flicker" does not... What about adjusting the enemy AI that they don't move into a row with too many other enemies? Then the flicker is avoided.
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08--n7.r6-79.84
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« Reply #97 on: June 07, 2014, 10:10:11 AM » |
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Sprite flicker test for NES version of game: Ahhhh!!! "NES version of the game" sounds like a symphony! But "sprite flicker" does not... What about adjusting the enemy AI that they don't move into a row with too many other enemies? Then the flicker is avoided. Oh, great idea! I'll tell about this to programmer. Thank you!
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Geti
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« Reply #98 on: June 08, 2014, 04:54:09 PM » |
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You might also want to - turn ghosting on
- use a prime modulo on the indices rather than just looping through in order. Looks like a Mexican wave at the moment.
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08--n7.r6-79.84
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« Reply #99 on: June 09, 2014, 07:56:07 AM » |
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You might also want to - turn ghosting on
- use a prime modulo on the indices rather than just looping through in order. Looks like a Mexican wave at the moment.
Not sure that understand you correctly. Can you tell a little bit more or show an examples?
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