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April 26, 2024, 08:02:20 AM

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TIGSource ForumsCommunityDevLogsLaser Fury
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Reilly
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« Reply #60 on: August 01, 2014, 02:52:00 PM »

Really love your color choices. Great animation, great everything! Keep it up!
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Thunderhorse
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« Reply #61 on: August 01, 2014, 07:50:18 PM »

Really love your color choices. Great animation, great everything! Keep it up!

Thank you! Smiley
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Canned Turkey
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« Reply #62 on: August 01, 2014, 08:03:05 PM »

You might want to add a few waiting frames at the end of a combo to give it a more powerful feel.
Really liking this.
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Thunderhorse
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« Reply #63 on: August 01, 2014, 10:18:39 PM »

You might want to add a few waiting frames at the end of a combo to give it a more powerful feel.
Really liking this.

Yeah we may give it a slight shockwave effect when it hits to add a bit more AoE, adding to the power. Also adding some more frames after it is finished to smooth out the transition from the attack to the idle stance, and slowing down or adding in-between key frames in the beginning and end to give it that more powerful feel.
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Thunderhorse
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« Reply #64 on: August 02, 2014, 09:54:44 AM »

Working on a boss arena and finishing up the tile set this week. Design by Johan.

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Canned Turkey
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« Reply #65 on: August 02, 2014, 04:27:43 PM »

I might be posting too much here, but every image makes me want this game more.
If there's testing soon, I want in  Beg
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Thunderhorse
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« Reply #66 on: August 04, 2014, 12:37:53 PM »

Testing forward movement with the attacks.



I might be posting too much here, but every image makes me want this game more.
If there's testing soon, I want in  Beg

We can never have too much feedback, we appreciate your support! Smiley
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Thunderhorse
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« Reply #67 on: August 04, 2014, 03:03:00 PM »

Testing some new splashes of blood that aren't particle-based. Would love some opinions on the hit indicator flash, we tried red but white looks nicer. Don't mind this enemy trying to run the character off the map, he's mad that he doesn't have an attack yet. Wink

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Reilly
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« Reply #68 on: August 04, 2014, 06:28:58 PM »

I think animating the blood itself adds a little more heart to it. White looks fine as a hit indicator.
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Savick
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« Reply #69 on: August 04, 2014, 06:39:20 PM »

I think the damage the enemy is taking should be more noticeable or larger. Right now it's really small and barely registers with me as a number that has relevance.
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Glyph
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« Reply #70 on: August 04, 2014, 07:17:00 PM »

I know it's all WIP stuff, so you may very well already be considering this stuff, but:

Make sure to get some screenshake and/or hit-spike in there. Especially with rending weapons like scythes, it should look almost like the weapon gets momentarily stuck and then the character follows through.

And on the last hit of the combo, I'd recommend having a dust animation for when the player lands and have him pause in the just-landed pose for about a fifth of a second.
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Thunderhorse
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« Reply #71 on: August 04, 2014, 09:08:58 PM »

I think animating the blood itself adds a little more heart to it. White looks fine as a hit indicator.

Yeah we feel the same way, glad you think so!

I think the damage the enemy is taking should be more noticeable or larger. Right now it's really small and barely registers with me as a number that has relevance.

Yeah it's temporary, a font was made for it today.

I know it's all WIP stuff, so you may very well already be considering this stuff, but:

Make sure to get some screenshake and/or hit-spike in there. Especially with rending weapons like scythes, it should look almost like the weapon gets momentarily stuck and then the character follows through.

And on the last hit of the combo, I'd recommend having a dust animation for when the player lands and have him pause in the just-landed pose for about a fifth of a second.

Yeah, for the last hit we're going to add a shockwave effect or dust/sparks, something to show impact with the ground, and some pauses as well. We're going to be careful with screenshake in a 4 player game, probably just try it on the bigger attacks rather than basic combos. The hit-spike will be great to try, that should give a better feel for actually connecting an attack. Thanks for the feedback!
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Cyanidekoolaid
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« Reply #72 on: August 05, 2014, 03:17:11 PM »

Really impressed with the progress! Been keeping track from the beginning and it just gets better and better! The graphics are truly frame worthy!
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Thunderhorse
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« Reply #73 on: August 09, 2014, 09:56:46 AM »

This week we have been working on mapping scenes and finishing a lot of animations before getting to clean up. So here's a rough animation for an explosive arrow skill!

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Thunderhorse
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« Reply #74 on: August 09, 2014, 12:28:18 PM »

Concept art for one of our 4 playable characters by Marek Jarocki.

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Johan Aronsson
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« Reply #75 on: August 13, 2014, 01:23:21 PM »

Hey people!

Been working on a lot of enviorments this week. However, we've also started to share the animation work since it's something we want to focus on a lot and it's a whole lot of stuff that needs animating.

TJ @TRONMAXIMUM has set a really good style for the effects we use so here's one of the cave enemies animated in that style:



- Johan
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DevWithoutACrew
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« Reply #76 on: August 15, 2014, 08:33:16 PM »

this game looks fantastic!
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happymonster
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« Reply #77 on: August 16, 2014, 12:57:16 AM »

 Kiss
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Thunderhorse
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« Reply #78 on: August 16, 2014, 11:52:53 AM »

Lots of mapping, animating, cleaning up mechanics, and working on updating the logo this week.

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CasePortman
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« Reply #79 on: August 18, 2014, 09:20:37 AM »

Heck yes!

Also, I've been lurking in dropbox and I can't wait to see what people think of the new stuff, the animations are very tasty!!
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