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TIGSource ForumsCommunityDevLogsSUPER III Mobile
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Reilly
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« Reply #420 on: August 20, 2014, 05:50:10 PM »

I'd say that is a bit misleading.
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Zack Bell
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« Reply #421 on: August 20, 2014, 05:53:57 PM »

I'd say that is a bit misleading.

The prototyping timeframe or the article? If you mean the prototyping stuff...yes, I have a lot of platformer code lying around from previous projects and we're using an engine that allows for quick development. Smiley

EDIT: Don't want to bump again, but there's now a RPS article too :D Thank you all again!

http://www.rockpapershotgun.com/2014/08/21/super-iii-kickstarter/
« Last Edit: August 20, 2014, 11:21:00 PM by Zack Bell » Logged

Indie4Fun
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« Reply #422 on: August 21, 2014, 06:30:05 AM »

backed Wink

It's not very relevant, but the "bosses" picture on your kickstarter page seems a bit cropped at the bottom.

Appart from that, quite nice kickstarter. I really liked the animated gifs, very crisp and detailed! how do you managed to do that?
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Kickstarting Izzy's Revenge right now!!

Tuba
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« Reply #423 on: August 21, 2014, 06:36:33 AM »

Not sure if I want to rescue Phil Fish...


But the game looks pretty awesome, good luck Smiley
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AleHitti
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« Reply #424 on: August 21, 2014, 07:37:19 AM »

backed Wink

It's not very relevant, but the "bosses" picture on your kickstarter page seems a bit cropped at the bottom.

Appart from that, quite nice kickstarter. I really liked the animated gifs, very crisp and detailed! how do you managed to do that?

Yeah, it isn't really cropped down, that's how the Boss stands on flat ground. You can't tell very much once it's animated and everything.

We use GIFCam to record our GIFs at 33FPS. We later use Photoshop to crop down the size a bit, but they are still quite large (3-6 MB each).
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DocLogic
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« Reply #425 on: August 21, 2014, 07:46:28 AM »

Some serious polish in your trailers, greenlight page, and kickstarter page. Congrats!

Gave it a yes vote. What software do you use to record your videos?
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Zack Bell
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« Reply #426 on: August 21, 2014, 08:12:41 AM »

Some serious polish in your trailers, greenlight page, and kickstarter page. Congrats!

Gave it a yes vote. What software do you use to record your videos?

Thank you! We awoke at a PCGamer article :D
http://m.pcgamer.com/2014/08/21/super-iii-brings-teleportation-and-puzzle-platforming-to-kickstarter/



We use GifCam for our gifs (optimize via Photoshop when necessary).
Videos are recorded using FRAPS. Edited in movie maker and/or premiere.
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Scylla
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« Reply #427 on: August 21, 2014, 11:29:33 AM »

This honestly looks really cool.
And your kickstarter is doing really well!

Good luck on everything.
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Zack Bell
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« Reply #428 on: August 21, 2014, 11:42:54 AM »

This honestly looks really cool.
And your kickstarter is doing really well!

Good luck on everything.

Thank you! I appreciate that!



SMALL BATCH OF UPDATES:

Um, I got some new art from Hunter today. I dig it and should be messing with it tonight/tomorrow. It's the rest of what I needed to start implementing RACE missions. The little dude that you race has some MASSIVE style.

Also, we hit 10% on KS and are 25% towards the Greenlight Top 100. Pretty stoked on that! :D

I am about two weeks out in terms of our backer/press alpha build. I'll probably post it for the public two weeks after that? I'm not quite sure yet or what the etiquette is for backer stuff that is supposed to just be that..."backers-only". But anyway, SUPER III will be playable soon!

Thanks again for all of the support!!!
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mushbuh
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« Reply #429 on: August 21, 2014, 12:57:30 PM »

will the final game have more animations?
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Blambo
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« Reply #430 on: August 21, 2014, 01:23:50 PM »

will the final game have more animations?

yeah i was gonna ask this
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Rat Casket
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« Reply #431 on: August 21, 2014, 01:27:37 PM »

probably will now that youve mentioned it
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Zack Bell
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« Reply #432 on: August 21, 2014, 02:36:54 PM »

will the final game have more animations?

yeah i was gonna ask this
will the final game have more animations?

Not sure what you're asking. Animations in general? Or specifics like animated set pieces due to the world looking static or something? I guess the answer either way is definitely YES.

The art for the game is roughly 1/3 done? Maybe. I'm unsure of specifics.
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mushbuh
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« Reply #433 on: August 21, 2014, 04:36:18 PM »

yeah the wall jump animation looks really lazy imo
he looks like "eh" "ehh...." like an old guy bumping into a wall
"ehhh..."
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Zack Bell
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« Reply #434 on: August 21, 2014, 07:12:34 PM »

yeah the wall jump animation looks really lazy imo
he looks like "eh" "ehh...." like an old guy bumping into a wall
"ehhh..."

Ok, cool. Thanks for the feedback. I haven't heard that one before, but I'll run it by Hunter and the rest of the team.



In the meantime, Polygon posted this thing: http://www.polygon.com/2014/8/21/6053751/super-iii-super-meat-boy-super-mario-64
Kickstarter is going well. Slowly, but surely! I'm working on our second update that involves this little dude...



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mushbuh
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« Reply #435 on: August 21, 2014, 07:47:34 PM »

what i mean is, he doesnt look like hes in the air. it kind of looks like hes just being pushed upwards and not jumping upwards. when you push off the wall the amount you get pushed back doesnt look like it matches the animation

the sprites all look nice but the animation looks out of place in the game to me. if done right it could be something to set this apart from a lot of other platformers out there.
like when you teleport from side to side, is there a special animation besides just the laser flash? it might look nice if the player appeared elongated and squished back against the wall

having more feedback for these things could make the game easier to play because the player would be getting more feedback

another suggestion i have would be ghosting where the player lands before you teleport, so - holding the button would expand the line out to either side of the screen so you can see where you will end up
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Blambo
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« Reply #436 on: August 21, 2014, 07:52:06 PM »

yeah a lot of the previous "potato" complaints i felt like could've been addressed by changing the shape of the dude significantly in animation, not exclusively in the design
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Zack Bell
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« Reply #437 on: August 21, 2014, 08:02:03 PM »

Ah, ok. Thank you for the feedback guys. Appreciated. I'll start by messing with the teleport effect(s). I could stretch the player or try the ghost. Or both. Whatever, we'll see.

Thanks again  Coffee



« Last Edit: August 21, 2014, 08:29:37 PM by Zack Bell » Logged

Rat Casket
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« Reply #438 on: August 21, 2014, 08:46:38 PM »

I think you're missing the message a bit, Zack.

What they are saying is that the animations in the player are too subtle, and since the shape of the player is extremely top heavy its hard to see the animations in the arms/legs. It feels a bit stiff because of this.

Naw meen?
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Blambo
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« Reply #439 on: August 21, 2014, 09:04:11 PM »

well hunter doesn't have to go back and redo animations or anything, the feeling might be significantly improved by doing stretches and manipulations in code like mush suggested

i mean hunter doesnt ~have to~ do anything whetever
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