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TIGSource ForumsCommunityDevLogsSuper Hop 'N' Bop ULTRA (Out Now!)
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Author Topic: Super Hop 'N' Bop ULTRA (Out Now!)  (Read 6743 times)
Canned Turkey
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« on: August 19, 2015, 03:03:47 PM »



Out now on Steam!

http://store.steampowered.com/app/514930/

Otherwise, you can buy it from the itch.io storefront.

http://cannedturkey.itch.io/hopnbop

SCREENSHOTS:









TRAILER:



« Last Edit: October 17, 2016, 10:40:57 AM by Canned Turkey » Logged
Canned Turkey
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« Reply #1 on: August 21, 2015, 09:22:42 AM »

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Canned Turkey
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« Reply #2 on: August 29, 2015, 06:54:20 PM »



Working on menus, made better tiles, and getting better at playing against myself.

Also, here are some audio tracks my brother made.

https://soundcloud.com/aardvarkstamp/sets/super-hop-n-bop-ultra-ost
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Moth
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« Reply #3 on: August 29, 2015, 07:04:29 PM »

As I commented in the gif thread I really love what I'm seeing. Looks like a nice scale project that won't be too hard to finish, really like the focus on manipulating the environment and curious to see where else you take it.

My favorite character is the third thing in the select screen, it's cute. It's also fun to see how you cram the personality down into those super tiny sprites.
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Canned Turkey
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« Reply #4 on: August 29, 2015, 07:08:17 PM »

Thanks! I am definitely aiming for a small scale project, I want to actually finish this.
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Canned Turkey
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« Reply #5 on: September 01, 2015, 04:40:54 PM »



Added level select, and a new level for testing.

My favorite character is the third thing in the select screen, it's cute. It's also fun to see how you cram the personality down into those super tiny sprites.

It's a ghost. Thank you, I put a lot of thought into the characters. Later on, I'll give them all different ways of jumping and moving to add some variety.
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ActualDog
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« Reply #6 on: September 01, 2015, 05:31:39 PM »

This is looking real nice; I'm loving all your menu work!
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Canned Turkey
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« Reply #7 on: September 01, 2015, 05:36:03 PM »

Thank you, I'm trying to make it as intuitive as possible, as each player only uses three buttons.
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Moth
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« Reply #8 on: September 01, 2015, 05:53:55 PM »

The ghost is cute! And it's fun to see it in the new gif!

I like the simple "final destination" style level, it's fun to think about what high level competitive play in this game might be like.
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Canned Turkey
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« Reply #9 on: September 02, 2015, 06:47:48 PM »

The ghost is cute! And it's fun to see it in the new gif!

I like the simple "final destination" style level, it's fun to think about what high level competitive play in this game might be like.

Coffee


CHARACTERS

Here are GIFs of all the character's different moving abilities compared to the suave hair dude.

     

     
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Canned Turkey
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« Reply #10 on: September 03, 2015, 04:16:32 PM »

Music for the space level:
https://soundcloud.com/aardvarkstamp/starfield

Added a new stage today, and the basic part of gamemode selection.
Also, when the switchable blocks are created they now kill players that would be inside of them.


(There's a tile error on the bottom lefthand side, but I've fixed it since this was recorded)

https://soundcloud.com/aardvarkstamp/ziggurat
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Canned Turkey
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« Reply #11 on: September 03, 2015, 08:40:03 PM »



Made the screen wrap look just a bit nicer Gomez
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Canned Turkey
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« Reply #12 on: September 05, 2015, 11:28:53 AM »

Finalized the ziggurat stage.

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QOG
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« Reply #13 on: September 05, 2015, 12:11:08 PM »

The art on this game looks really great, it's great that you've managed to have so much motion in a restricted space.
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Canned Turkey
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« Reply #14 on: September 05, 2015, 12:15:57 PM »

Thanks! Coffee
The same goes for your game too, I love the personality you cram into such a small resolution.
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Modog
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« Reply #15 on: September 05, 2015, 04:25:45 PM »

The pixel art is amazing and the gameplay looks good to me...
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Finding what I can do better
Canned Turkey
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« Reply #16 on: September 09, 2015, 11:13:57 AM »

The pixel art is amazing and the gameplay looks good to me...

Thanks!

Something related to both art and gameplay, I made the spotlights way less distracting, while still having them highlight important elements. Also, I'm working on a new stage! I don't really know what it's going to be yet, maybe a sci-fi factory or something.

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Canned Turkey
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« Reply #17 on: September 11, 2015, 03:26:28 PM »

Final design for the new level.
It's a space station Hand Thumbs Up Right

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Canned Turkey
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« Reply #18 on: September 25, 2015, 04:22:06 PM »



Still making progress. School sucks, I've barely had time to seriously work on stuff.
Anyway, I've made the buttons look nicer, added a "working" gamemode select, added pausing, made a more obvious death effect, and made it so matches can actually end. And I fixed the way player movement is handled at the small resolution the game is at, although visually it looks the same.
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rj
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« Reply #19 on: September 27, 2015, 06:07:00 AM »

aw dude this looks rad as heck

as usual your feel is spot on. all the animations are crunchy and tight.

i'd love to check how this thing plays.

also i keep picturing this with a game boy color mode (either a gb in a gbc, with separated colors representing different grey values, or the sprites redone in a gbc palette. or both). but don't do that that's too much work
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