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TIGSource ForumsCommunityDevLogsLeilani's Island
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Author Topic: Leilani's Island  (Read 415409 times)
chiguireitor
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« Reply #260 on: January 17, 2016, 06:46:15 AM »

Hey this game is looking gorgeous! Have you considered using a magnification filter like HQ4X, 2xSAI or SuperEagle? They're kinda straightforward and make platformers look beautiful.
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« Reply #261 on: January 18, 2016, 01:54:55 AM »

Hey this game is looking gorgeous! Have you considered using a magnification filter like HQ4X, 2xSAI or SuperEagle? They're kinda straightforward and make platformers look beautiful.

I'm not quite sure why a game designed with the best of the SNES era platformers in-mind would then require any of these image scaling algorithms. I imagine Ishi would have just designed the graphics with a higher resolution in this case. Might be a fun extra hidden in the options menu, I suppose, but I do think that most of these real-time upsampling algorithms produce results that look like a lame vector-conversion.
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« Reply #262 on: January 18, 2016, 01:57:27 AM »

Hey Ishi!

This is looking so so polished, really looking forward to giving it a spin as it looks like it plays really well too :-) Love the little details too, like the occasional drips of water from the ceiling.
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« Reply #263 on: January 18, 2016, 11:27:24 AM »

Hey this game is looking gorgeous! Have you considered using a magnification filter like HQ4X, 2xSAI or SuperEagle? They're kinda straightforward and make platformers look beautiful.

I'm not quite sure why a game designed with the best of the SNES era platformers in-mind would then require any of these image scaling algorithms. I imagine Ishi would have just designed the graphics with a higher resolution in this case. Might be a fun extra hidden in the options menu, I suppose, but I do think that most of these real-time upsampling algorithms produce results that look like a lame vector-conversion.

Thanks for the suggestion! I'm not very keen on the artefacts produced by those upscale filters (there are always edge cases where the results look really weird) so I'd be unlikely to implement them in the game. I prefer for the game to be displayed in a way that I have more control over.

Hey Ishi!

This is looking so so polished, really looking forward to giving it a spin as it looks like it plays really well too :-) Love the little details too, like the occasional drips of water from the ceiling.

Thanks Smiley Hope to see you at CB2 again soon, you can give it a try!
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Ishi
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« Reply #264 on: January 24, 2016, 11:36:41 AM »

Hello all, I've had another good week though I don't feel like I have much to show off to you.

I've fixed a lot of small bugs and been improving the overall flow of the game. The main thing that's new is that I'm working on this placeholder course selection screen:



It still needs more work - the main thing being to show all the details about the selected level (like your best shell count and which collectable items you found), as well as prettier surroundings (title, border) to make it look more finished. But it's functional - you can move left and right and choose a level, and once you've completed it, the next level unlocks.

This screen is just for the demo. For the final game I'm hoping to do a proper Super Mario World / Wario Land style world map with a smaller Leilani sprite moving around a top-down world of branching paths. Smiley

Aside from direct work on the game I've been getting a bit more serious about reading some game design tips and analysis articles. I'm gathering together a lot of my favourite articles and doing brief summaries of them, which I'll post on here when it's done.
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« Reply #265 on: January 27, 2016, 03:12:37 AM »

I love this game! It's so charming and cute! Looks so polished and detailed! Can't wait to play this!
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« Reply #266 on: February 02, 2016, 03:44:04 AM »

Very very cool
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PypeBros
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« Reply #267 on: February 05, 2016, 02:28:30 PM »

Hey everyone!

I had a productive week although was slowed down by getting a cold towards the end. Still got a nice new feature to show off:

Soil blocks

I added the diggable soil blocks that I mentioned last week. Here they are:




So many nice interplay ideas between character and level ! Btw, do you have considered tinting the dark outlines ? Having them non-black could definitely improve the look, imho, esp. on the overworld levels
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« Reply #268 on: February 05, 2016, 02:49:30 PM »

En Serio! Man I want to play this game!! As mentioned above, the interplay of elements really seem to open up a lot of opportunities for fun surprises and combo moves to make the player feel both delighted and brilliant.
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« Reply #269 on: February 11, 2016, 01:09:08 PM »

So many nice interplay ideas between character and level ! Btw, do you have considered tinting the dark outlines ? Having them non-black could definitely improve the look, imho, esp. on the overworld levels

Thanks! I do think that non-black outlines can look a bit more refined, but for this project I quite like the bold cartoony look they create. It's the one thing in the art style that ties everything together, and to be honest it's also nice and quick for me to make. I have a lot of work to do so anything that speeds up the process is great for me! Smiley
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Ishi
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« Reply #270 on: February 11, 2016, 01:26:31 PM »

Leilani is two years old!

Just wanted to make a little post to mark this occasion - two years since I began working on the game. It's also one year since I started the devlog. Thanks everyone for reading and commenting so far, you have really helped to keep my enthusiasm going over the last year.

I'm going through a slow patch of work at the moment for various reasons, but will get back into development before too long. Smiley
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« Reply #271 on: February 11, 2016, 03:23:44 PM »

Leilani is two years old!

Just wanted to make a little post to mark this occasion - two years since I began working on the game. It's also one year since I started the devlog. Thanks everyone for reading and commenting so far, you have really helped to keep my enthusiasm going over the last year.

I'm going through a slow patch of work at the moment for various reasons, but will get back into development before too long. Smiley
This is one of my most highly anticipated games on TIG.

Here's to another year of Leilani's devlogging!!!  Beer!
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« Reply #272 on: February 20, 2016, 09:37:09 AM »

Hello!

Currently I'm feeling a bit stuck with level design, so thought I would go back to basics and add some features that can interact in a fun way with the existing features in the game. It's not realistic for me to plan on adding brand new unique mechanics for every level in the game, so I think if I can focus on creating a set of interesting objects that interact with each other then I'll still be able to add unique configurations and challenges to each level.

Springs

The new mechanic this week is springs. They're nice and simple and a good platformer staple. I like that they can be a help or a hinderance, and can easily affect non-player objects like enemies, powerups, etc.



The visuals aren't final - it might be nice to make them a flower or mushroom or something. But for now I'm mostly interested in the mechanics of them.

They're quite fun to play around with even if they're a little chaotic. I decided to make their spring effect instant, so they feel more like sonic's springs than mario's, which tend to be more squashy with a compression period before the spring (like the music blocks).

They also give Leilani a way to speed up beyond her usual speed limits, and by jumping you can keep this momentum going for a while.

Enemies start rolling when they're sprung sideways which gives them another way to begin rolling other than being attacked by Leilani herself.



Tough prize blocks

In the first gif above you can see another new things I'm trying out, which is that some prize blocks (the equivalent of the mario ? block) require multiple hits to get what's inside. It probably needs some additional affects, and doesn't have any audio yet, but I think it works quite nicely. These blocks will always have something a bit more special inside, like multiple shells or even objects like coconuts.

Logo improvement

Finally I've tinkered a bit with the logo after someone suggested that I make it pop more.

This is the old in-game logo as seen at the start of this devlog.



And here's the new one! The white makes it pop a bit more, and I find that having multiple borders around things (e.g. black border around text, with additional white border around everything) makes it feel a little more polished.



There is also the out-of-game version of the logo which I've added some shiny to.



Mahalo for reading!
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« Reply #273 on: February 21, 2016, 12:11:49 AM »

Everytime you post an update I think to myself: "I need to play this on my 3DS!"
Would make me sooo nostalgic. Please make it happen! Smiley
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« Reply #274 on: February 23, 2016, 11:08:35 AM »

Please make it so when you press a key she fires out of the volcano and we slow pan around to the first level with her landing.
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« Reply #275 on: February 24, 2016, 02:52:56 PM »

Wow! It looks really awesome! Really looking forward to this. Personally I love the black outlines / cartoony style. Hand Clap
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« Reply #276 on: February 27, 2016, 01:55:36 PM »

Enemy Collisions / Types

What I've been focusing on this week is reviewing the way that collisions work when enemies and objects collide with each other, improving the behaviour, and cleaning up the code that handles it. (I will just refer to "enemies" for the rest of this post but the same rules apply to other interactive object like coconuts too).

I've been setting up little test areas to help with testing this stuff, which is really helpful!

This area tests some enemies of different types by using the springs to roll them into other enemies.



Enemies in the game have a concept of "armour" which is basically their collision type. Enemies can have different armour on their top, bottom, front, and back, although all the current enemies have the same armour all over. Armour has two properties which change the behaviour.

  • Soft or hard: hard armour causes a rolling enemy to reflect off walls rather than squashing against them and dying. If two hard enemies roll into each other then they will both reflect off each other. The coconut and spiky ball are examples of hard enemies. I've added a new particle effect to indicate when this 'reflect' type of collision occurs.
  • Spiky or not spiky: Spiky armour hurts Leilani if she touches it. For example - you guessed it - the spiky ball.

There are some exceptions to the cases where hard-armoured enemies will reflect off walls that they roll into. For example, the big watermelon has hard armour, but it smashes into bits when it hits a wall.

The major change here from previous behaviour is that spiky armour only hurts leilani, and no longer hurts other enemies. It's just simpler and allows the player to more easily predict enemy interactions when there are a few enemies rolling around.

At the moment enemies can still be hurt by environmental spikes - I haven't made a decision yet on whether to change that or not. I'm leaning towards changing it as it'll make the behaviour of spikes consistent regardless of whether they're spikes on enemies or spikes in the environment.

Enemies also have a weight class. The big watermelon in the above example is a heavy object. This causes a bit of screen shake, as well as allowing the heavier enemy to crush any smaller enemy that it rolls into or lands on top of.


(Leilani disappears for a while because her sprite is flashing, and the low FPS of the gif just happens to keep missing the sprite.)

In this room I was tweaking the collisions to allow a large number of objects to eventually come to rest. Previously every time the objects touched each other they would magically a gain velocity and they would bounce around for a long time, or forever.

This isn't a realistic situation, the game will never have this many objects lying around in one place, but it's good to push the code a bit. Notice that I put in a bit of a hack - if two objects have exactly zero X velocity and are bouncing on top of each other then it'll push one of them to the left, and one to the right. That will rarely happen during normal gameplay but just helps to prevent weird situations with objects bouncing on top of each other forever.

I'm starting to feel happier with how these collisions work, which has been through a number of revisions over the last couple of years. It's good to get these core systems nailed down finally.

Please make it so when you press a key she fires out of the volcano and we slow pan around to the first level with her landing.

I was currently just thinking she would be lazing around in a hammock at the start of the game. Not flashy enough for you? Wink The volcano will be the final world of the game so would unfortunately be a bit weird if Leilani started there.
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« Reply #277 on: February 27, 2016, 02:18:09 PM »

Enemy Collisions / Types


Now we need a Leilani maker  Wizard
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« Reply #278 on: March 03, 2016, 05:15:08 AM »

Enemy Collisions / Types







[

Looks perfect as always. Every footage looks so damm smooth.. How do u capture these footages??
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Ishi
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« Reply #279 on: March 03, 2016, 03:01:56 PM »

Looks perfect as always. Every footage looks so damm smooth.. How do u capture these footages??

Thanks! To record the video I use Fraps. I set it to record raw footage (no compression) at 60FPS. Luckily because my game is low resolution (only 400x240) the videos don't turn out too big.

The next step is to use VirtualDub to trim or crop the video and export it to a gif. Usually I will also lower the framerate to 30FPS or 20FPS so the gif doesn't turn out too large.

For the gif above I kept it at 60FPS, so it looks really smooth. There's a problem I found, that if I export a 60FPS gif out of VirtualDub then the gif plays too slowly. To fix that I use EZGif ( http://ezgif.com/speed ) to adjust the speed - by telling it to adjust the speed to 100% of the original speed (no change) it somehow fixes it and makes it run at 60FPS. Coffee
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