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879579 Posts in 32990 Topics- by 24371 Members - Latest Member: bullfrogma

May 24, 2013, 11:24:03 AM
TIGSource ForumsDeveloperFeedbackDevLogsHavoc Zone - REVITALIZED!
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Author Topic: Havoc Zone - REVITALIZED!  (Read 6658 times)
Squirrelsquid
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« Reply #15 on: November 11, 2007, 04:24:30 AM »

@ I Like Cake:
now that's a complex control-setup... I would never do something that complex for 2 reasons.
One, I wouldn't quite like the fact, that I'd alaways had to think about what one button does.
And second: it's simply not needed at all. It's not a 3D game,and giving the player too many buttons, leaving them with riddled faces wouldn't help...

Melly:
3 stages are in space, so you'll see lots of "spaceships". But eventually you'll come to areas where theres a different gravity and there you'll see creatures that have evolved to be effective there, leading to legs, arms, and other means of land-movement.
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« Reply #16 on: November 11, 2007, 04:44:52 AM »

@ I Like Cake:
now that's a complex control-setup... I would never do something that complex for 2 reasons.
One, I wouldn't quite like the fact, that I'd alaways had to think about what one button does.
And second: it's simply not needed at all. It's not a 3D game,and giving the player too many buttons, leaving them with riddled faces wouldn't help...
Not sure how clear this is just from Mr. Cake's post so: that complex control setup is a joke -- it's a Penny Arcade comic making fun of the 'control scheme loading screen' you get in some games.

I do agree with the comic's gist -- showing control schemes in game like that just intimidates the player, and is no substitute for gradually teaching the player through gameplay.  But in a thread like this I think a controller diagram is perfectly okay ...

Anyway, the controls look fine to me, although it's hard to really say much without trying them out -- controls definitely seems like something you should tweak as you start getting playable builds, and not worry about too terribly much before then.
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Squirrelsquid
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« Reply #17 on: November 11, 2007, 06:30:49 AM »

Not sure how clear this is just from Mr. Cake's post so: that complex control setup is a joke -- it's a Penny Arcade comic making fun of the 'control scheme loading screen' you get in some games.

aaah, I didn't know that... it is kinda funny Tongue

I do agree with the comic's gist -- showing control schemes in game like that just intimidates the player, and is no substitute for gradually teaching the player through gameplay.  But in a thread like this I think a controller diagram is perfectly okay ...

yes, this isn't meant to be an ingame artwork anyway. it's just there to organize my ideas.
I'm not sure if there will be an aditional short training level, or if you'll get instructions
at the beginning of the first level, but you will be taught the things you can do in some way or the other.

Anyway, the controls look fine to me, although it's hard to really say much without trying them out -- controls definitely seems like something you should tweak as you start getting playable builds, and not worry about too terribly much before then.

so true. But still some of the buttons and controls can be easily taken from the old MMF version. This setup is just the way, I think it would work well.
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Squirrelsquid
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« Reply #18 on: November 30, 2007, 07:29:30 PM »

my, it has been some time since the last article.
albeit short, I present you:

where the heck is my ship!?

looking at the current mockup, my team and me got the feeling that the current shipsprite might be to small, for it to actualy work well, because a smaller ship is more easily lost in the heat of battle than a chunky sprite.

so, i redid the current cerberus sprite in a slightly larger scale:


the new one is the ship right next to the old cerberus (bottom left)
the actual hitbox will stay the same 2x2 pixels, but this bigger scale makes it a lot easier to see.
it also allows more elaborated animations.
The dropship is out of scale now, but since I have a new concept design for that in the works anyway, it's realy ok for now.

the new ship will actualy be composed of individual, animated parts, ingame...
why? that will be a mystery till a later article  Wink
« Last Edit: November 30, 2007, 07:31:23 PM by Squirrelsquid » Logged
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« Reply #19 on: December 01, 2007, 01:47:35 PM »

 Shocked Insane! Looks great. Smiley
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« Reply #20 on: December 05, 2007, 11:51:43 AM »

Wow this thing look epic Shocked
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« Reply #21 on: December 05, 2007, 12:28:51 PM »

Awesome work squirrelsquid....

I can't wait to play it Smiley
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« Reply #22 on: May 03, 2008, 04:20:38 PM »

I saw your awesome post in the pixels thread, Squirrelsquid ... so how's the game going?  I miss this thread Smiley
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Squirrelsquid
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« Reply #23 on: February 25, 2009, 02:47:26 AM »

I saw your awesome post in the pixels thread, Squirrelsquid ... so how's the game going?  I miss this thread Smiley

YOUR VOICE SHALL BE HEARD!  Gentleman

Development in the coding side has been slow - at least - that leaves me the time to make the gamedesign as clear and detailed as possible, while still retaining a maximum of conformaty and integrety in the core gamedesign mechanics.

So - we finalized the ship list! we are going all out on this, and make it the most perfect shmup I ever imagined! ( personaly that is )

There are some potential WOW things planed, so we won't spoil too much, but for now: Enjoy the 'Public' Master Ship List  Beer!


there is also a TIGer sauce exclusive: The TAS-P01 Sylph.

That's all for now, hope you guys enjoy the update.  Grin
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« Reply #24 on: February 25, 2009, 03:19:49 AM »

ohmydearsweetgods.

This revived at the perfect time. This game looks like it will be SERIOUSLY awesome.

Oh, and your art is INSANE. How did you get those skills? If I eat your brains will I get your skills? Seriously, this stuff is -amazing.-
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« Reply #25 on: February 25, 2009, 03:22:54 AM »

Oh, and your art is INSANE. How did you get those skills? If I eat your brains will I get your skills? Seriously, this stuff is -amazing.-

Insane arts. I'll study the screenies pixel for pixel to learn how to do that!
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« Reply #26 on: February 25, 2009, 04:52:50 AM »

Awesome ship design there. Totally stoked for this.
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Squirrelsquid
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« Reply #27 on: February 25, 2009, 05:32:29 AM »

Thanks for the good feedback, guys! I am delighted that my vision is taken so positivly :D

How did you get those skills? If I eat your brains will I get your skills?

Just pixeling for about 15 years should give some experience Grin

and about the brain - maybe, if you are sylar and can strategly dismember my brain >:3 Though I would certainly prefer the peter petrelli solution - painless and less evil!
( I am still working on an effects animation workshop... hold on for that, good stuff takes time - and good stuff + almost a handfull of serious projects to work for, certainly makes it hard to put any free time into that totoreal )

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Hajo
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« Reply #28 on: February 25, 2009, 05:38:08 AM »

[...] good stuff takes time [...]

May I ask how long you work on a single ship? Would be very nice if you could show a few examples and roughly tell how long they took - maybe I'm just too impatient, or give up to early, when trying to make graphics, and it'd help to have some comparison.
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Squirrelsquid
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« Reply #29 on: February 25, 2009, 05:56:06 AM »

A basic ship, with all basic animation takes me usualy around 1-2 evenings - so about 8-10 hours of work, for a basic, normal ship - There are exceptions, that are a bit more complex, but but the average would be around that time :3

for the actual designs of the "?" ships will be unveiled sooner or later - just bear with slow driping information - directly from The Omnicore Grin

anyway, point is. This project takes a lot of time, big sprites, like the Dropship take me around 60-80 hours, now multiply that with ca. 35 enemies, backgrounds for at least 6 Stages + fuck*n Huge bosses, are an epic undertake...

We can't go all out yet, as long as the prototype is far from finished.
Just keep tuned in! Grin

bear with the shortage of information - I will regulary update this thread again, from now on - sometimes I am just super busy, working on my projects/work, and currently working on 4 serious projects at once makes the Squirrelsquid a bit stressed and spaced out sometimes D:
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