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TIGSource ForumsCommunityDevLogsLaser Fury
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crusty
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« Reply #220 on: February 14, 2015, 10:56:10 AM »

Can we expect any backstory on the face down dead guy?
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Thunderhorse
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« Reply #221 on: February 14, 2015, 02:04:25 PM »

Thanks to everyone that stopped by Case's stream! You can see the whole broadcast here (he works on a Laser Fury track after 1:16:00)  -



Can we expect any backstory on the face down dead guy?

The dead crew may have some involvement in the beginning intro scenes before this, but right now he doesn't have a backstory.
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DwarvenArtisan
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« Reply #222 on: February 14, 2015, 03:35:20 PM »

Oh that art is looking so good, and fantastic animations!  Shocked
I also really like the co-op concept with this. *following*
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Green Gospod
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« Reply #223 on: February 14, 2015, 05:25:46 PM »

That is indeed some nice art.

The lack of lasers disturbs me still.
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Johan Aronsson
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« Reply #224 on: February 15, 2015, 09:18:54 AM »

@crusty
The rest of the crew that surrounds the "Laser Fury" team are not "important" and are more just like normal people doing their job. Like the guy in any game or movie that just lays there dead. It's a good way to hint about a world around the main characters!

@DwarvenArtisan
Thank you! Yeah the animations are really nice, we loves them too! =)

@Green Gospod
Thank you! I think a lot of people missunderstand what names are about (or necessarily don't have to be about). Laser Fury is describing, more the pace and feeling of the game, rather than just straight forward describing something in it. Which I can understand is confusing since no one have played it yet. We could call it something in the lines of "4 people on a planet X battling monsters and aliens", but that wouldn't have a nice ring to it and be just weird. So, I don't think we have to put lasers everywhere for the name to make sense. I think when you guys see the gameplay and how the character attacks are displayed it will make more sense! =)
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Thunderhorse
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« Reply #225 on: February 16, 2015, 06:33:43 AM »

Johan has just gone live over at:

http://www.twitch.tv/thunderhorsehq

Come say hi!  Beer!
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Zorg
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« Reply #226 on: February 16, 2015, 06:50:51 AM »

Could you please announce a specific time to your twitch announcements? I always miss the steams, because "this evening" is not a very concrete time, it's 15:50 here. Smiley
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Thunderhorse
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« Reply #227 on: February 16, 2015, 06:58:34 AM »

For you, Zorg, yes!

Once we get solid time slots that everyone is comfortable with, we'll get that going hopefully after this weeks sessions!
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Thunderhorse
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« Reply #228 on: February 16, 2015, 09:41:23 AM »

What a nice stream! We got pleasantly raided  Gomez

Here is Johan's progress from today!

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Thunderhorse
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« Reply #229 on: February 16, 2015, 02:55:18 PM »

Johan has finished!



We also finally posted our first Greenlight update - http://steamcommunity.com/sharedfiles/filedetails/updates/330889518
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Thunderhorse
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« Reply #230 on: February 16, 2015, 03:52:01 PM »

We've also gone through and put together a stream time schedule! Will update when Rafael decides on his time.

SCHEDULE

Monday:

1pm (GMT) / 5am (PST) - Johan Aronson, Art

3am (GMT) / 7pm (PST) - Tony Ho, Programming

Tuesday:

3am (GMT) / 7pm (PST) - Game night!

Wednesday:

1pm (GMT) / 5am (PST) - Johan Aronson, Art

Thursday:

7pm (GMT) / 11am (PST) - Games!

9pm (GMT) / 1pm (PST) - Case Portman, Music

Friday:

(time soon) - Rafael Ventura, Animation

3am (GMT) / 7pm (PST) - Game night!

Weekends:

Time and day varies - Games!
« Last Edit: February 18, 2015, 11:23:14 AM by Laser Fury » Logged

Thunderhorse
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« Reply #231 on: February 17, 2015, 02:48:47 PM »

Just a small update, but we're currently hiring a programmer experienced in Unity. Please pass the word around if you know anyone! Smiley
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Johan Aronsson
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« Reply #232 on: February 18, 2015, 02:31:11 AM »

Streaming some enemy design live over at http://www.twitch.tv/thunderhorsehq In 2 hours and 30 minutes

1pm (GMT) / 5am (PST)
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Raveaf
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« Reply #233 on: February 18, 2015, 04:18:54 AM »

Your art generally looks pretty good. But I find the characters to look a bit too generic, but I don't exactly know why. Maybe a few more details would help.
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Thunderhorse
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« Reply #234 on: February 18, 2015, 05:09:08 AM »

Thanks for the comment raweaf, if you could somehow cunjour up a reasoning by you what you mean, that would be great, nonetheless, thanks for your opinion!

Johan has just gone live:


http://www.twitch.tv/thunderhorsehq

Enemy designs! LETS GO!
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migrafael
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« Reply #235 on: February 18, 2015, 07:38:19 AM »

I kinda like the logo in the first page but I also don't. It's very cool looking and textured but hard to read. The animated gifs sold it for me.

I want to check out some of your streams, should be fun. keep it up!
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Thunderhorse
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« Reply #236 on: February 18, 2015, 08:41:36 AM »

Stream is over! Here are the finished enemy designs that Johan was working on



If you missed the stream and want to check it out, you can see the past broadcast here! -

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Mixer
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« Reply #237 on: February 18, 2015, 10:29:53 PM »

Ooh, looking nice, love the art. Those projectiles and effects are amazing too!  Smiley
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I'm currently making a dungeon game, check it out :D
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Raveaf
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« Reply #238 on: February 20, 2015, 02:54:50 AM »

Thanks for the comment raweaf, if you could somehow cunjour up a reasoning by you what you mean, that would be great, nonetheless, thanks for your opinion!

Maybe generic is the wrong word. I think there are just too many blank areas in the character art (I'm only talking about the player characters). They look a bit boring. Maybe there should be more details filling the blank spots. For exmaple symbols, labels, accessories, patterns, seams, rivets etc. The art of the monsters and the enviroment has a lot more details. Compare these two guys to the big roboter dude for example:



They just look a lot more interesting.

Another problem is that the two girls look very, very similar. They both have dark hear, dark skin and exactly the same physique. It's the common trap, the guys look very different, the girls look all the same.
« Last Edit: February 20, 2015, 03:10:13 AM by raweaf » Logged
Johan Aronsson
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« Reply #239 on: February 20, 2015, 05:42:20 AM »

Hi raweaf!

We are designing the characters to have 8 directional movement + a whoooole lot of skills and combos, which also has to be animated in 8 directions. If this was a 3D game or perhaps a sidescroller, sure we could add more detail to the characters. but, in our case it would just take such an immense amount of time, time that we don't have.

I know fine well what the different characters look like, I drew them. This boss you're refering to only have this direction to worry about atm, and they will probably be re-designed to fit the re-made graphics, so we can have more interesting abilites and possible more than 2 directions! Also there is a huge different in size between the Brawler and this boss, we can fit in more detail because the details won't be as small, as they would've been in a player sprite. The boss will have two directions, maybe 1 or 2 attacks each. The brawler will have 8 directions, with several attack combos in all directions.

We've thought this in detail while designing the characters, we've tried more detail, but it would just take too much time. Time and money, which are two things you also have to take into consideration while designing graphics for a game. If not, we could make everything hand drawn and all the characters could have a detail at every pixel corner. There's a reason we see all these Lo-fi games out there, they take a week to produce graphics for, easy and really fast to animate. But, we didn't want to be like everybody else.

If you have a look around at other games being produced at this time, I think we're the only ones that come close to having detailed pixel art(Apart from some Sidescrollers, but they just have to do everything in 1 direciont then flip). (I wouldn't count a pixel blob in a 6x6 sprite a detail) I mean stuff you could actually make out as something, not just greeble that could be anything. I'm not saying that these pixels are bad, just that they are way more simple and faster to create. You can't have everything in the world.

For the females in this game. I really don't know how you can make out physique in a sprite at this size, or facial features. If we made one of the girls blonde, people would complain that we don't have enough red-haired females, I think you get my point. In these two portraits I think you can clearly see that they look different. The other reason one of them don't have bright hair, is because it looked absolutely horrid against all the backgrounds, and to be time efficient, we're not redrawing all environments to fit a haircolour. For your comment about skin-colour. When working with pixel art, you traditionally want to keep the colour count low, which is why they have the same skin colour all through out the game, you can see this in pretty much all other pixel art games. I also didn't think it necessary to pick a new colour for the skin since it's only 3 or so pixels in the two player sprites that represent skin.



For your comment about physique. Here are the two sprites. The mage basically has the entire body covered with cloth and armor, the ranger is facing another direction. These are highly trained mercenaries, I don't think it would make sense for one to be extremely fat and the other extremely thin, it would just make the game unserious and we can't see the point in going anymore deeper into the physique of human beings, because it wouldn't gain the gameplay, or the game in general anything in perticular. The females also happened to have these roles in the game that naturally would let them wear less armor to be more agile and fast. The brawler is a melee character that always have to take a beating, so is the Hellion, while the Ranger for example can just stay away and do damage on a distance, as the mage, even though the mage has a bit more amor since she can also use her melee weapon.

I just want to clarify all these things for future, for similar questions or comments about the graphics. We're working really hard to make this game's visuals interesting. There are limits for everything, we're working against time, budget and we don't want this game to take years and years to complete. This game will largely focus on a fantastic gameplay and graphics are always secondary to that. We've are already felt the horrid sensastion of hand drawn pieces(The pod scene took 40 hours) and how long it takes to make a big hand drawn scene in the style we're going for and how long it's taking to animate 4 different characters, with completely different abilities in 8 directions. There are also other things that needs attention when making a game, such as programming, music, sound effects, PR and what not.

So, we're trying to give you our best that we can do with this game and I really hope that you will have a fun time when it's actually in your hands and I have a feeling that these things will be less of a concern when you're blasting through unknown jungles, deep mines, lost civilizations, slaughering hordes of weird creatures and aliens with your friends all over the world using 4 completely different characters!

I hope this was to any help! Thanks for your input!

- Johan
« Last Edit: February 20, 2015, 09:26:14 AM by Johan Aronsson » Logged

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