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

March 29, 2024, 04:17:37 AM

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TIGSource ForumsCommunityDevLogsKerfuffle
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Rilem
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« Reply #600 on: April 26, 2015, 03:05:36 AM »


That'll do pig, that'll do.

Made you some concept art btw, it's on twittar.
« Last Edit: April 26, 2015, 07:21:01 AM by Rilem » Logged

Rat Casket
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« Reply #601 on: April 26, 2015, 08:05:02 AM »


y richard so good. you can post stuff here too, if youd like.
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miascugh
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« Reply #602 on: April 28, 2015, 11:12:57 AM »

Rilem, that's super! I love the hot sauce haha! And this already gives me some ideas how I'd animate him.

Today was waterfall day.

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Canned Turkey
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« Reply #603 on: April 28, 2015, 11:59:26 AM »

I love how that looks.
It reminds me of the water falls from wind waker.
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ProgramGamer
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« Reply #604 on: April 28, 2015, 12:09:34 PM »

Yeah, except wind waker water splashed, but no doubt that'll be fixed soon.

Actually, wind waker water might be the best water, cause the guy that's making relativity also posted about studying it for his own game. It's surprisingly smooth and liquid-like for stylized water.
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Reilly
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« Reply #605 on: April 28, 2015, 12:54:51 PM »

loooove that.

I get what the nubs are supposed to be doing but they're kinda weird.
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Rilem
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« Reply #606 on: April 28, 2015, 01:13:42 PM »

oh man, that water. Very nice. Smiley
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siskavard
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« Reply #607 on: April 28, 2015, 03:35:39 PM »

I've just been staring at the waterfall for 10 minutes straight.

Fantastic work.

This game is going to look amazing

I hope you guys put this level of detail into everything
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Rat Casket
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« Reply #608 on: April 28, 2015, 03:55:21 PM »

I've just been staring at the waterfall for 10 minutes straight.

Fantastic work.

This game is going to look amazing

I hope you guys put this level of detail into everything

really really trying to
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HopFrog
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« Reply #609 on: April 28, 2015, 05:05:07 PM »

Holy fuck, this looks amazing  Who, Me?
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TopherPirkl
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« Reply #610 on: April 28, 2015, 05:18:26 PM »

Yeah, this looks fantastic. Looking forward to checking it out tonight.
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Sound Designer | @phantomfreq | Demo reel
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« Reply #611 on: April 28, 2015, 10:06:38 PM »

I would just like to say that I too am mesmerized by that waterfall.
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« Reply #612 on: April 29, 2015, 07:43:18 AM »

i have been bug squashing all week. mostly hitbox related nonsense. i dont have a lot to report.

added a slight amount of rotation to the screen shake, and added clashing.


i have a problem with clashing. one that i can only think to solve with "priority". what that means, if you dont know, is that some attacks have priority over other attacks and beat them no matter what. even if the hitboxes collide. this is good, because you dont ALWAYS want to clash attacks because that would suck. jabs dont clash with uppercuts, for example. uppercuts just beat jabs because duh of course they do. try to punch a guy who is uppercutting your shit. it wont work. you will die.

for now, however, i will be testing without this priority to see how often clashing even comes up. if its a lot, and killing people ends up being a real pain in the ass because you are constantly clashing, i will have to add priority.
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ProgramGamer
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« Reply #613 on: April 29, 2015, 08:13:31 AM »

I agree with all that! I can help you hunt bugs if you want, since I actually have two controllers at home, along with an annoying sibling I can crush in this game Smiley. Also, I have to ask, are you using GM:S's particles or did you make your own objects?
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« Reply #614 on: April 29, 2015, 08:22:42 AM »

I agree with all that! I can help you hunt bugs if you want, since I actually have two controllers at home, along with an annoying sibling I can crush in this game Smiley. Also, I have to ask, are you using GM:S's particles or did you make your own objects?

they are just objects. im not sure if gms particle system is creating objects, or surfaces, or whatever the hell, so i dont use it.
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ProgramGamer
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« Reply #615 on: April 29, 2015, 08:31:28 AM »

They're simpler objects that use less memory and processing power. They can't collide, even with each other, and don't have as many variables as normal objects. Their purpose is mainly for performance.
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blekdar
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« Reply #616 on: April 29, 2015, 08:33:38 AM »

I always found clashing to be one of the more interesting parts of Samurai Gunn, mainly due to the one-hit kill nature.

Question in regards to clashing priority, would the attacks that get priority be slower than the lower priority ones? Seems that if they were the same speed, it would make more sense just to use the heavier attacks and get priority. Gotta love balancing eh?

On the note of testing, I can give it a shot once I get home (in like 2 weeks time). I got 3 xbox controllers and 2 kids, who are notoriously good at finding bugs.
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ZeroTec
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« Reply #617 on: April 29, 2015, 08:36:59 AM »

I agree with all that! I can help you hunt bugs if you want, since I actually have two controllers at home, along with an annoying sibling I can crush in this game Smiley. Also, I have to ask, are you using GM:S's particles or did you make your own objects?

they are just objects. im not sure if gms particle system is creating objects, or surfaces, or whatever the hell, so i dont use it.

The GMS particle system is a pain in the ass to work with. It's insane that there is still no integrated visual editor. Changing numeric variables and testing them ingame is a joke ^^
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Rat Casket
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« Reply #618 on: April 29, 2015, 08:39:00 AM »

I always found clashing to be one of the more interesting parts of Samurai Gunn, mainly due to the one-hit kill nature.

Question in regards to clashing priority, would the attacks that get priority be slower than the lower priority ones? Seems that if they were the same speed, it would make more sense just to use the heavier attacks and get priority. Gotta love balancing eh?

On the note of testing, I can give it a shot once I get home (in like 2 weeks time). I got 3 xbox controllers and 2 kids, who are notoriously good at finding bugs.


they will not be the same speed. all characters have different attack speeds, movement speeds, fall speeds, attack range, etc.
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ProgramGamer
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« Reply #619 on: April 29, 2015, 08:40:41 AM »

I guess if your attacks have substantial telegraphing, then they should get clashing priority?
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