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May 18, 2013, 02:53:01 AM
TIGSource ForumsDeveloperFeedbackTwinsen *DEMO* 20/11/08
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.TakaM
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« on: August 23, 2007, 09:54:03 AM »

update:
Evening fellows.

We have recently come to the conclusion to discontinue production as a fan game and are now working with a completely original design.
It will be a similar experience to what we have established so far, just we won't be restricted by trying to forge a relationship with the official franchise.

So here is the very last build of Twinsen:

http://www.sendspace.com/file/hegswx

It's sad to release it with flaws, but it's still worth releasing I think.
Thank you for your interest and look for us in the near future Gentleman


Before I get into it, I should mention that Twinsen is a copyrighted character from an old series called Little Big Adventure, which means yes, this game is a fangame.
but fear not, I have had a chance to talk with Frederick Raynal (creator of the official series) and he doesn't have a problem with me using some of his characters, "honoured" in fact Smiley

I handle the concept of the game, all the graphics, design etc, and my buddy cocopuffs handles the coding Smiley

So, Twinsen focuses on the main character; Twinsen.
The game is a platformer designed with fond memories of classics like super metroid and yoshi's island

Currently, Twinsen can of course run and jump (and walk Shocked)
He's got a sword which he can perform multiple types of attacks including but not limited to a standard slash, an uppercut, a sorta sweep down move, etc etc
He's got his trademark Magic Ball from the official series, this is useful for knocking certain enemies out, killing enemies from a distance, and will be better utilized in the future for puzzles n stuff

There's also a neat combo system, when I say neat, I mean standard, but it makes combat that extra bit more fun. Don't worry, it makes sense too, Twinsen needs to collect the energy from each enemy he kills, and landing multiple hits and killing multiple enemies within a short amount of time earns more points than if you killed each individually. The amount of energy you've gathered will also affect the way the game progresses/resolves.

so, I should show some screens k.


[/center]
^^^ Secret find!!!!!1 Shocked

and you may have noticed a red dot up in the corner of some screens, thats because Twinsen has a nifty built in recording function, I'll record some gameplay just for you guys..:

~Click to see full screen gif ~

(4MB) - - - (10MB)


Please keep in mind, this is a work in progress, some of the graphics you see are place holders, and there are a couple of minor glitches visible Wink
« Last Edit: November 19, 2008, 02:49:55 PM by .TakaM » Logged

Mr. Yes
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« Reply #1 on: August 23, 2007, 09:59:54 AM »

I usually don't like fan games, but I am amazed at how this game looks! It sounds extremely fun, and the graphics look absolutely fantastic. I can't wait, good luck.  Wink
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skaldicpoet9
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« Reply #2 on: August 23, 2007, 10:11:09 AM »


~Click to see full screen gif ~

(4MB) - - - (10MB)


Please keep in mind, this is a work in progress, some of the graphics you see are place holders, and there are a couple of minor glitches visible Wink

The gameplay looks awersome Smiley
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« Reply #3 on: August 23, 2007, 10:40:44 AM »

It's looking really awesome, but may I ask why did you decide to use an existing character instead of creating a new one?

Anyway, I'm looking forward to seeing more of this. Smiley
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« Reply #4 on: August 23, 2007, 10:48:17 AM »

I've probably stated this elsewhere, but i'll say it again. I love the artwork and the engine is pretty good, the only thing that turns me off is having to plan out each little thing i do, otherwise i end up getting screwed over by the controls. When i see a string of enemies in front of me, i have to think about exactly what to press and remember it, because if you take an accidental step towards a ledge, you're fucked. Twinsen can't swim. Sad

I guess it's just not my kinda game, because others have played it and said they've gotten used to the controls and speed of the character, but for me, it just seems like it's too hard to correct small errors like walking of this infamous ledge in the first level:

T
##
###
###
###WWWWWWWWW

T = Twinsen, W = water.

I always take the step, thinking i will land on the ledge, and end up screwed because there is little friction while midair.
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handCraftedRadio
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« Reply #5 on: August 23, 2007, 10:57:36 AM »

Looks cool! Grin So is there a download link anywhere?

He's got his trademark Magic Ball from the official series,

Does Twinsen also use his Magic Eight Ball to find answers to all his questions that he has along his journey?
« Last Edit: August 23, 2007, 11:50:13 AM by HandCraftedRadio » Logged

.TakaM
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« Reply #6 on: August 23, 2007, 11:01:04 AM »

It's looking really awesome, but may I ask why did you decide to use an existing character instead of creating a new one?

Anyway, I'm looking forward to seeing more of this. Smiley
well, I had the gameplay ideas for a while, and one day I started LBA1 again.
the game wouldn't run on windowsXP ofcourse, so I searched for some sort of patch, I found a very much alive community behind the LBA games, despite there not being a third entry for over ten years, they made fixes for the games to run on just about every platform, and tons of apps to extract models, music, tiles, 3d animations, cutscenes etc. very impressive.
So I got to play LBA again, and as I was playing it I couldn't help but think twinsen was perfect for my game, and I wanted to have him in a new adventure just as I'm sure the other LBA fans did too.
And since LBA is relatively unpopular, I didn't really worry about people being turned off as they would say a mario fan game or a zelda fan game.

I've probably stated this elsewhere, but i'll say it again. I love the artwork and the engine is pretty good, the only thing that turns me off is having to plan out each little thing i do, otherwise i end up getting screwed over by the controls. When i see a string of enemies in front of me, i have to think about exactly what to press and remember it, because if you take an accidental step towards a ledge, you're fucked. Twinsen can't swim. Sad

I guess it's just not my kinda game, because others have played it and said they've gotten used to the controls and speed of the character, but for me, it just seems like it's too hard to correct small errors like walking of this infamous ledge in the first level:

T
##
###
###
###WWWWWWWWW

T = Twinsen, W = water.

I always take the step, thinking i will land on the ledge, and end up screwed because there is little friction while midair.
I'm quite embarrassed by the first demo now stwelin, I think the controls have improved a lot (I did make the level design for the first level a bit easier also Wink )
ptoing can vouch for it, over at pixelation he said the controls were improved Tongue

HandCraftedRadio, there is a demo available.. but just forget it <_<, even the story has changed Tongue
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« Reply #7 on: August 23, 2007, 11:24:36 AM »

I know it's all the rage in games today, but I find the whole souls/energy/etc. collected to the counter thing really distracting. It might be the graphical quality of the effect here that's doing it, but I find my focus drifting along to the right corner every time it happens, rather than following the gameplay.
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.TakaM
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« Reply #8 on: August 23, 2007, 11:27:08 AM »

there will be options to turn those effects off, as well as an opacity slider for the "flash frame" displayed when you kill an enemy, another thing some people have suggested was distracting Wink
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« Reply #9 on: August 23, 2007, 12:20:31 PM »

I know it's all the rage in games today, but I find the whole souls/energy/etc. collected to the counter thing really distracting. It might be the graphical quality of the effect here that's doing it, but I find my focus drifting along to the right corner every time it happens, rather than following the gameplay.

I find it annoying too. It's a feature that's only hurting the gameplay.
Why have an option for it? The same thing with the kill-flash. It's distracting, why would you want it in the game?

Kill your darlings
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« Reply #10 on: August 23, 2007, 01:25:00 PM »

Wow! I remember the Twinsen games. I can't wait to get home and try this.
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« Reply #11 on: August 23, 2007, 01:36:56 PM »

The little energy things might be less distracting and more satisfying if they went to Twinsen instead of going to the counter on the right corner of the screen.  Actually, having them go to the counter seems really strange to me ... the counter is a 'meta' object.  It's not part of the world, it's just displaying info.  So when objects from the world interact with it, that's strange.  Also, toning down the effect may be nice.

I don't like the idea of giving the player control over the visual effects.  Really specific, unexpected options like will likely just be confusing and/or overwhelming to the player.  Try to only give the player options which they'll really understand and care about.
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Alex May
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« Reply #12 on: August 23, 2007, 01:39:55 PM »

This looks like it totally rocks. From those gifs it looks like you've nailed a really nice fluid system. Can't wait to try it.
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« Reply #13 on: August 23, 2007, 02:54:50 PM »

I played the old demo quite sometime ago now so it will be interesting to see a new demo when it is released and what changes have been made. Graphically the game looks pretty nice.
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.TakaM
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« Reply #14 on: August 24, 2007, 01:39:40 AM »

The little energy things might be less distracting and more satisfying if they went to Twinsen instead of going to the counter on the right corner of the screen.  Actually, having them go to the counter seems really strange to me ... the counter is a 'meta' object.  It's not part of the world, it's just displaying info.  So when objects from the world interact with it, that's strange.  Also, toning down the effect may be nice.

I don't like the idea of giving the player control over the visual effects.  Really specific, unexpected options like will likely just be confusing and/or overwhelming to the player.  Try to only give the player options which they'll really understand and care about.
the energy did go to twinsen for a short amount of time, but we both found it incredibly distracting, even before the combo system was implemented.
And since there are two types of energy particles, one increasing your health and the other just standard energy, best to further differentiate both types by having them go to opposite corners of the screen.

I personally don't find the particles, or the flash frame distracting, and I think it's magnified when watching the gameplay rather than playing and being in control.
Still, the main reason we're including the options is because the particle effects can cause lag on some slower PCs
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