CandyFace
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« Reply #3480 on: February 20, 2015, 01:32:58 AM » |
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Dude that looks super slick and cool, and awesome... and .. good god he is moving up and down much when he is running. I LOVE IT!
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oahda
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« Reply #3481 on: February 20, 2015, 09:40:36 AM » |
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Oooh, purdy things. ----- I started animating my submarine's jellyfish motor (programmatically).
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eliasdaler
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« Reply #3482 on: February 21, 2015, 12:28:32 AM » |
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tok
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« Reply #3483 on: February 21, 2015, 05:34:44 PM » |
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its good but it seems to be moving in all directions at the same time, maybe focus on having wind that is mostly one-way.
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SeanNoonan
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« Reply #3484 on: February 22, 2015, 12:21:49 AM » |
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Relatively shameless crosspost! Feeling pretty happy with the menus now - the hints on the hint screen are a little out of date, but that's fine for now.
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aamatniekss
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« Reply #3485 on: February 22, 2015, 09:52:46 AM » |
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What's a water level without angry jelly fish, chasing you? -xpost from twitter
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mzn528
Level 2
Dark Souls, Berserk and Vagabond Ultimate Fanboy
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« Reply #3486 on: February 22, 2015, 10:52:09 AM » |
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BWHAAAOOOOM! The individual pieces look great, but I think maybe with some different timing it could have more impact. Maybe having the damage animation play as soon as the fire hits them, or maybe if they continue to shake and take damage for the length of the flame attack might help. Just updated the death animation for our game. Watching the video got me to realize it pops a bit and ends up of center, but other than that i'm pretty happy with it. That is some really nice aniticipation :O OMFG it is a AoT game and it looks freaking awesome. Please shut up and take my money already
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Noob Game Dev and Pixel Artist, twitter @mzn528 Soul Appeaser, a combat focused story rich ARPG DevLog
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08--n7.r6-79.84
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« Reply #3487 on: February 22, 2015, 12:17:50 PM » |
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its good but it seems to be moving in all directions at the same time, maybe focus on having wind that is mostly one-way.
okey, I tried to organize all directions and make a wave: better?
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tok
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« Reply #3488 on: February 22, 2015, 12:47:24 PM » |
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yeah, i like that.
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oodavid
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« Reply #3489 on: February 22, 2015, 04:37:58 PM » |
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Introducing Lord MountButton, narrator, friend and all-round loading screen
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Torchkas
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« Reply #3491 on: February 22, 2015, 07:04:30 PM » |
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Introducing Lord MountButton, narrator, friend and all-round loading screen
I really think these types of tutorials are way too intrusive and annoying. I know what the game is about and the concept wasn't hard to understand. Most successful mobile games don't do this either because they know people aren't stupid. The animation itself is also a bit too overdone.
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flintGames
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« Reply #3493 on: February 22, 2015, 08:37:40 PM » |
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A lot of amazing stuff. Awesome.
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Flint Games, makers of BlitzKeep.
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EvilDingo
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« Reply #3494 on: February 22, 2015, 09:35:58 PM » |
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I really think these types of tutorials are way too intrusive and annoying. I know what the game is about and the concept wasn't hard to understand. Most successful mobile games don't do this either because they know people aren't stupid. The animation itself is also a bit too overdone.
That's a bit harsh I think. Tutorials ended up like that because publishers employ play testing. They didn't just tack them on because they thought players were stupid. They are exactly as as long and persistent as they need to be to retain the most players. It's that simple. And the concept isn't trivial. I made a game very similar to that a few years ago and provided no tutorial. Not many people 'got' it. It definitely needs a tutorial or a very (very) gradual ramp.
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oodavid
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« Reply #3495 on: February 23, 2015, 01:34:06 AM » |
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Introducing Lord MountButton, narrator, friend and all-round loading screen
I really think these types of tutorials are way too intrusive and annoying. I know what the game is about and the concept wasn't hard to understand. Most successful mobile games don't do this either because they know people aren't stupid. The animation itself is also a bit too overdone. I have just the thing for you - click the "skip" button! My (admittedly anecdotal) research suggests the opposite, every game that I admire uses FTUE strategies to guide new players through the nuances of the game, after all you don't know just who is playing - one of my focus groups are "little old ladies" and I tell you what, they really need these systems, in fact one of the problems I have is getting the font big enough without making it ugly for everyone else. It's more than just a tutorial, the character helps brand the game, it helps drive home the theme, I mean check out his badass knitting needle pointer, and button monocle! We want him to be synonymous with Button Up! to the point where people will see a well dressed old man and think of the game. Directed @Torchkas (ed.)
That's a bit harsh I think. Tutorials ended up like that because publishers employ play testing. They didn't just tack them on because they thought players were stupid. They are exactly as as long and persistent as they need to be to retain the most players. It's that simple.
And the concept isn't trivial. I made a game very similar to that a few years ago and provided no tutorial. Not many people 'got' it. It definitely needs a tutorial or a very (very) gradual ramp.
If I left out the "extraneous" stuff like this I would have been finished at prototype!
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oahda
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« Reply #3496 on: February 23, 2015, 02:26:42 AM » |
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^ that looks awesome spoopy game heeey why so mean to da ghost (
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eliasdaler
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« Reply #3497 on: February 23, 2015, 05:50:58 AM » |
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Charged attack
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rundown
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« Reply #3498 on: February 23, 2015, 07:25:23 AM » |
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Yet another iteration of my sprite
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jiitype
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« Reply #3499 on: February 23, 2015, 07:32:52 AM » |
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heeey why so mean to da ghost ( Don't worry, it's just some placeholder text :3
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