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TIGSource ForumsCommunityDevLogsEspadachim | Fast-paced sword fighting action
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Author Topic: Espadachim | Fast-paced sword fighting action  (Read 2060 times)
Manuel Magalhães
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« on: December 09, 2014, 02:13:30 PM »

Espadachim

(chilling in the boat)

(in flower world)
(boss fight intro (ugh compression Sad (also no background work done here yet)))

Features:
-A fast-paced action game about a creature, its sword and its goal. Dash, slash, defend to get to the end of every stage alive.
-A game with a light but interesting storyline. Multi-language support is being built as the game is being developed.
-An adventure with a variety of places, each with a different mood, from a field of flowers (pictured above) to space.

What the game isn't:
-Boring.
-A mobile game. (It will run on Windows and OSX machines for now)
-Easy.

When it's going to be released:
I'm trying to get it done for next summer. There's a chance that I create a demo before then.
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Manuel Magalhães
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« Reply #1 on: December 10, 2014, 02:17:27 PM »

Today I did some logos for it. What is(are) your favorite(s)?






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The Translocator
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« Reply #2 on: December 10, 2014, 02:47:20 PM »

I like the first and third- the first is the most memorable, but the third looks nice too.
If you have a title screen make it be the first one with the circles from the third one animating out from the center when you select it (I'm sure someone knows what I mean)
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PXLForce
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« Reply #3 on: December 10, 2014, 03:11:51 PM »

I quite like the first and forth logo.

The second one seems a bit too plain, whilst the third seems like there is too much going on due to the glow-like effect. The forth one would be quite nice for a title screen though.
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tjpalmer
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« Reply #4 on: December 10, 2014, 05:57:11 PM »

I like the third best.
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gunswordfist
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« Reply #5 on: December 10, 2014, 06:13:16 PM »

yay at not being a mobile game.
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Indie games I have purchased:
Spelunky
Shoot 1UP
eyeliner
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« Reply #6 on: December 11, 2014, 03:59:33 AM »

I prefer the second. No clutter, all character and no glowy bullshit. Nice and clean.
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Yeah.
Manuel Magalhães
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« Reply #7 on: December 13, 2014, 06:54:29 PM »

Thank you all for your opinion. Smiley

@The Translocator I like the idea of using the circle during the menu screen, so I might do that. Thanks. Smiley

yay at not being a mobile game.
Yeah, it would be terrible to play this game on a mobile device. :p  (except if it was on a Vita, which would be awesome, but I don't know if I can port to it right now)

---

New screenshot. This is a work in progress image of a snow level I'm working on.

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eyeliner
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« Reply #8 on: December 14, 2014, 09:55:29 AM »

A bit more contrast, please.

Tech behind the project, please? I like to know what people work with. Smiley
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Yeah.
Manuel Magalhães
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« Reply #9 on: December 16, 2014, 04:32:45 PM »

Is this better?

The HUD is hard to see, but I'm making a font with a black outline to avoid these type of scenarios.

As for my tools of trade:

Game Making Toolset - I use Stencyl 3.2, which is a game development toolset with a visual language (although it's possible to use typed code, too). It's based on OpenFL.

Graphics - Pixen, which is a pixel-art specific software for OSX, although I also use Pixelmator, an image manipulation software. I use the later time to time for more specific tasks, like for gradients/text.

Audio - BFXR (a retro sound effect generator) for most sound effects and Audacity, a freeware multi-platform audio editor, for audio treatment. I'm still undecided what my music making software will be.
« Last Edit: December 16, 2014, 04:48:10 PM by Manuel Magalhães » Logged

Manuel Magalhães
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« Reply #10 on: January 11, 2015, 04:18:04 PM »

I'm almost finishing another project, so I'm again developing this game.

Today I made this:

(a dangerous bush)

Something I'm considering is to raise the number of colors per sprite. I'm currently using a max of four colors (plus transparency) in each asset, but perhaps I will use five colors (plus transparency) instead.
Next update I'll show combat.
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