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TIGSource ForumsCommunityDevLogsElysis (Topdown Action Adventure)
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Author Topic: Elysis (Topdown Action Adventure)  (Read 95264 times)
Rat Casket
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« Reply #340 on: March 05, 2015, 10:00:50 AM »

hgnnhhgngnghgn that frame rate
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Fervir
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« Reply #341 on: March 07, 2015, 07:05:16 AM »


More new tiles
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blekdar
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« Reply #342 on: March 07, 2015, 07:29:09 AM »

Those tiles are sexy man. The environments look great.

One thing I notice is the weapon attacks don't seem to have much force. Were you planning on adding a 'wooshing' effect onto the weapons as you attack? I feel that it would add to the affect of smashing them evil critters.

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Grog
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« Reply #343 on: March 07, 2015, 01:44:34 PM »

Dude that gif... That just made me really excited for this. Love the style.

I agree with blekdar though. The weapons could use more impact.
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Fervir
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« Reply #344 on: March 12, 2015, 08:51:23 AM »


Didn't have to do it, but I did.
Yes, I enjoy gamedev
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Fervir
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« Reply #345 on: March 14, 2015, 12:30:19 PM »



^click me^

Been fixing a lot of bugs that I've been putting off for a long time.
Also, decided to work on sounds for most of yesterday and today for once.
Used famitracker and I think they came out nice, but the recording makes them sound loud and not as good as they should.

« Last Edit: March 14, 2015, 12:36:08 PM by Fervir » Logged

   
mushbuh
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« Reply #346 on: March 14, 2015, 01:27:50 PM »

the sfx are nice but I feel like the ones using the noise channel (the water sfx and the dragging a heavy thing sfx) are kind of annoying
also when can i buy it u fring dricker it looks really good
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EdFarage
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« Reply #347 on: March 14, 2015, 01:56:03 PM »

I like the new sfx, i also think that with the addition of music on top of it, they're not gonna sound so rough
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Fervir
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« Reply #348 on: March 14, 2015, 02:54:47 PM »

mush do you mean all the sounds using the noise channel?
Do you know how I can fix them up? Should I just not use fami for those?

also when can i buy it u fring dricker it looks really good
There's no content for the game anymore cause the new tile system broke all the dungeons.
Just working on and polishing up all the background stuff for now.
So I guess I'll have an idea when I get a new demo out, which I'll start working on soon.

Edd, I tried it out with some music, and it's better
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« Reply #349 on: March 14, 2015, 04:59:42 PM »

Looking great Smiley I'd make some of the gui sfx much quieter and simpler.
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mushbuh
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« Reply #350 on: March 14, 2015, 06:42:04 PM »

mush do you mean all the sounds using the noise channel?
Do you know how I can fix them up? Should I just not use fami for those?

also when can i buy it u fring dricker it looks really good
There's no content for the game anymore cause the new tile system broke all the dungeons.
Just working on and polishing up all the background stuff for now.
So I guess I'll have an idea when I get a new demo out, which I'll start working on soon.

Edd, I tried it out with some music, and it's better

yeah some of the noise channel ones sound gross i think its mainly because you can tell they loop
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Fervir
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« Reply #351 on: March 17, 2015, 11:26:29 AM »


I didn't like how the ball and chain weapon worked, so I made a new one, the sickle chain.
With the ball and chain, you could only swing it at a fixed radius, so any enemies that got past would be free to attack you.
With the sickle chain, you can pretty much cover a large area as shown in the gif.
You could also still swing it in a circle as if it were the ball and chain so it's an improvement in every way pretty much.
Really satisfied with this, cause ball and chain was so boring to use.
The sickle chain is becoming one of my favorites.
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blekdar
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« Reply #352 on: March 17, 2015, 11:33:22 AM »

That is officially, like one of the coolest weapons I've seen in an adventure game. Holy crap you could just make a game around this thing alone.

Question though, are you going to have you able to damage yourself with the weapon? Kind of looks odd that he can just fling that thing around through himself with no damage being taken, though I guess it would make it a bit less enjoyable then.
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Grog
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« Reply #353 on: March 17, 2015, 12:30:50 PM »

Looks great! How does it feel in game? I kinda like the idea of self damaging if you hit yourself, but it already seems it has the drawback of making you a stationary target.

My main critique on it is that the "scythe" doesn't seem to scythe-y to me. It reminds me of a guitar pick actually.
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Fervir
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« Reply #354 on: March 17, 2015, 02:25:32 PM »

Question though, are you going to have you able to damage yourself with the weapon? Kind of looks odd that he can just fling that thing around through himself with no damage being taken, though I guess it would make it a bit less enjoyable then.
It's definitely a bad idea, it would make the weapon a lot less fun to use.
I think it just looks weird cause I haven't drawn in the animations for the character using the weapon yet.
Things will probably make more sense when I fix up a few things.

Looks great! How does it feel in game? I kinda like the idea of self damaging if you hit yourself, but it already seems it has the drawback of making you a stationary target.
It's amazingly satisfying to use and it just looks really cool.
It's 100 times more fun than what it used to be and I'm really happy with how it turned out.
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« Reply #355 on: March 17, 2015, 08:59:08 PM »

Sickle chain is for sure one of the best ones I've seen you come up with recently.
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Fervir
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« Reply #356 on: March 28, 2015, 06:34:41 AM »



16x16 icons for all the enemies in the game so far which I'll be using to plan out dungeons.
They'll also be helpful in the actual map maker.
I've got most of a tutorial dungeon and a good chunk of one of the other 8 dungeons planned out so far.
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« Reply #357 on: March 29, 2015, 01:45:04 AM »

Oh wow, this is like zelda on steroids. 0.o Freaking amazing, that chain weapon is sick. And I love the sound effects in the video, everything goes together very well, imo.
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Green Gospod
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« Reply #358 on: March 29, 2015, 12:11:24 PM »

Looking good looking good. You vastly improved your art. Nice. Beer!

I have a question for your Fervir if you don't mind, or anyone lurking this thread.
How do you make those ground tiles merge with each other? For example when grass and dirt are together, the grass overlaps over the dirt or water. I'm guessing you didn't have to draw each example of different tiles merging, but instead have some kind of system that does it? Or how does it work?
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Fervir
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« Reply #359 on: March 30, 2015, 08:21:01 AM »

@aamatniekss
Thanks

@Green Gospod

       


I did have to draw each tile merging with the grass.
Other than that, I just use two tile layers. I guess it wasn't really necessary in the bottom left picture, but the bottom right picture makes better use of the two layers.
I'm still figuring out what I can do with the two layers, there might be some more clever ways to use them.
Also, there's another tile layer for buildings and then one more for decorations that can either go on buildings or the floor.
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