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TIGSource ForumsCommunityDevLogsEastward Quest
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AD1337
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Lucas Molina


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« Reply #220 on: June 02, 2013, 12:54:28 PM »

Thanks!

The core game is done, but there's still quite a bit to do: menus, options, scores, upgrades, achievements, balancing, some animations and sprites, the bonus level, music and sounds.

As such, I'm setting the game's progress to 60%.
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AD1337
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Lucas Molina


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« Reply #221 on: June 02, 2013, 05:25:08 PM »

Working on simple 2-frame animations for enemies to make them look alive.

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gimymblert
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« Reply #222 on: June 02, 2013, 06:37:04 PM »

Thanks Seiseki, I really appreciate the feedback. Without it, the game wouldn't have evolved as much as it has.

Working on a bonus level for Eastward Quest. Finished the final boss.

There will be 1 extra level after the final boss. It will be endless, unlike other levels. You play to see how far you can get.

It will have a "floating island" theme. This is the background.



remind me sonic
https://www.youtube.com/watch?feature=player_detailpage&v=w3-I_PMf5-c#t=295s
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AD1337
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Lucas Molina


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« Reply #223 on: June 02, 2013, 07:00:23 PM »

Polishing the levels, brand new graves at the Graveyard level.



I also made new bushes for the first level and added flowers to the forest level.
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CasePortman
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« Reply #224 on: June 03, 2013, 08:55:59 AM »

Nice additions, although there's something a little off with the holes in the floor (unless it's just me), they seem too contrasting with the play field, a little too dark maybe, or it might be that the angle looks strange compared with the sprites as it look almost overhead compared with the other sprites that are side-on.
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AD1337
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Lucas Molina


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« Reply #225 on: June 03, 2013, 08:59:06 AM »

Thanks CasePortman, I agree.

Here's a progress recap image for week 5:



The deadline is next Sunday, no more postponing.
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AD1337
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Lucas Molina


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« Reply #226 on: June 03, 2013, 12:43:14 PM »

Bonus infinite level. Too bright?

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AD1337
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Lucas Molina


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« Reply #227 on: June 03, 2013, 01:16:48 PM »

Not sure which is better to display the player's current upgrade level, left or right.

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AD1337
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Lucas Molina


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« Reply #228 on: June 03, 2013, 03:25:18 PM »

Spoilers: this is the final boss death in Eastward Quest:
http://i.imgur.com/TUCOr7U.gif
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eigenbom
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« Reply #229 on: June 03, 2013, 03:47:52 PM »

coool i love dragons
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AD1337
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Lucas Molina


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« Reply #230 on: June 03, 2013, 05:20:06 PM »

Victory image after defeating the final boss.

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ananasblau
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« Reply #231 on: June 04, 2013, 11:28:30 AM »

Victory image after defeating the final boss.

Looking glorious.
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CasePortman
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« Reply #232 on: June 04, 2013, 01:02:37 PM »

I don't think the bonus level is too bright, it gives a nice contrast between that and the other levels. I prefer the left upgrade level as it goes better with the simplistic style. The dragon death looks great, the fade to white looks a little awkward right now though, maybe try overlay a white box over everything that gets faded out instead of having everything fade (if that's how you did it). Very awesome victory image! ..phew!

Great work!
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mushbuh
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« Reply #233 on: June 04, 2013, 05:11:07 PM »

why is the bonus level not rainbow road
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AD1337
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Lucas Molina


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« Reply #234 on: June 04, 2013, 05:58:59 PM »

Looking glorious.
Thanks!
I don't think the bonus level is too bright, it gives a nice contrast between that and the other levels. I prefer the left upgrade level as it goes better with the simplistic style. The dragon death looks great, the fade to white looks a little awkward right now though, maybe try overlay a white box over everything that gets faded out instead of having everything fade (if that's how you did it). Very awesome victory image! ..phew!

Great work!
Thanks for your feedback. The fade works as you described, the awkwardness might be the .gif format color loss.

why is the bonus level not rainbow road
Reasons. I'll throw in a rainbow in the background to make it up to you.

Did more code than art today. Worked on saving the player's progress and PAUSING:



Everything seems to pause okay: movement of scenario and enemies, animation of player and enemies, coin animation and effects like slow. Damage numbers and HP/XP bars also pause.

The game pauses when you open the options menu (bottom right MENU button), which I haven't made yet. Would a pause button be necessary or is this enough?
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CasePortman
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« Reply #235 on: June 05, 2013, 04:19:43 AM »

The pausing looks fine to me, everything pauses as it should and I think the menu button is fine, people will no doubt assume the game will pause once you press it. Also, what are you coding this game in may I ask?
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ananasblau
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« Reply #236 on: June 05, 2013, 05:12:05 AM »

I just saw your dragon flying by

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AD1337
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Lucas Molina


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« Reply #237 on: June 05, 2013, 06:21:07 AM »

@CasePortman:
AS3.

@ananasblau:
That's pretty much his size too, funny. I'll PM you about that stuff soon, if you know what I mean *wink*  Embarrassed.
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AD1337
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Lucas Molina


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« Reply #238 on: June 05, 2013, 11:18:28 AM »

Working on a mockup for upgrades. This is what you spend gold on. Heart increses HP, boot increases vertical speed (better dodge), book increases XP gain.

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AD1337
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Lucas Molina


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« Reply #239 on: June 05, 2013, 12:57:23 PM »

I've added the effects of the upgrades shown in the previous post to the game. This is a maxed out in upgrades character. It's easier to dodge arrows and tank enemies, and you level up very frequently (can get to lvl 9, whereas with no Book upgrade you get to 5 or 6)

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