Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411665 Posts in 69396 Topics- by 58451 Members - Latest Member: Monkey Nuts

May 16, 2024, 07:57:28 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsGINGA Project. (Capoeira Beat em up for mobile)
Pages: [1]
Print
Author Topic: GINGA Project. (Capoeira Beat em up for mobile)  (Read 635 times)
LotusAvatar
Level 0
*


View Profile
« on: December 01, 2016, 02:09:49 PM »

GINGA is a Beat'em up game for mobile using Capoeira style to fight enemies.
This is my first week on development. And I'm working solo for now.



« Last Edit: December 02, 2016, 05:34:51 AM by LotusAvatar » Logged
Samaras-Sama
Level 1
*


samy is my hero


View Profile
« Reply #1 on: December 01, 2016, 06:21:32 PM »

GINGA is a Beat'em up game for mobile using Capoeira style to fight enemies.
This is my first week on development. And I'm working solo for now.


When the title said GINGA it seemed like it was Brazilian Capoeira, and this sounds interesting. Do you have any plans to make it a pure fighting game, or just a beat em up?
Logged

Devlog<br /><br />[/
s0
o
Level 10
*****


eurovision winner 2014


View Profile
« Reply #2 on: December 01, 2016, 07:03:13 PM »

since this is on mobile, how are you planning to handle the controls?
Logged
LotusAvatar
Level 0
*


View Profile
« Reply #3 on: December 01, 2016, 10:43:21 PM »

GINGA is a Beat'em up game for mobile using Capoeira style to fight enemies.
This is my first week on development. And I'm working solo for now.


When the title said GINGA it seemed like it was Brazilian Capoeira, and this sounds interesting. Do you have any plans to make it a pure fighting game, or just a beat em up?

My initial plan is to make a beat em up game with this mechanics for the first character. I haven't thought about making a pure fighting game so far.
Logged
LotusAvatar
Level 0
*


View Profile
« Reply #4 on: December 01, 2016, 10:48:14 PM »

since this is on mobile, how are you planning to handle the controls?

The controls are those animations on the right side of the screen. Each one of this are buttons and the movement is this virtual stick that appears on the left side when I touch the screen.
Logged
Juliano
Level 0
**


@3dju


View Profile WWW
« Reply #5 on: December 02, 2016, 03:18:42 AM »

The animations are looking great. Don't you think that the animated menu could be a little confusing? When the player will take action and look at the silhouette it can be on a step of the animation where the pose is not necessarily representing that move, and the player would have to look at it until it comprehends the action, which doesn't make it very intuitive. Have you tried with just a pose?

I loved the game proposal, are you from Brazil as well?
Logged

LotusAvatar
Level 0
*


View Profile
« Reply #6 on: December 02, 2016, 05:33:37 AM »

The animations are looking great. Don't you think that the animated menu could be a little confusing? When the player will take action and look at the silhouette it can be on a step of the animation where the pose is not necessarily representing that move, and the player would have to look at it until it comprehends the action, which doesn't make it very intuitive. Have you tried with just a pose?

I loved the game proposal, are you from Brazil as well?

Thank you! And yes I'm from Brazil.
That's realy a good question. The static buttons would have the same positioning and the same dynamics of the animated buttons. But since I haven't seen any animated buttons in games, I wanted to try it out, and the opinions are pretty even about that. My college teachers found very interisting for the buttons to be animated. But I think I'll be sure when the players try it out.
Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic