Zack Bell
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« Reply #360 on: August 02, 2014, 12:11:17 PM » |
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this is looking wonderful- cool character and gorgeous environments... eagerly awaiting more!
Niiice, I want MOAR! I'm always waiting for some new gifs from this devlog Thanks, guys! We appreciate it!
I am spending today fiddling with the plot. Well mostly, I am simplifying it. The game doesn't need to be this huge epic thing. It plays like Mario, it should also tell a story in a similar fashion (LOOK, CASTLE! PRINCESS, SAVE HER! *never says anything again*). Basically, I'm trying to fit the story into the trailer, so I am recording a bunch of gameplay and scripting a bunch of cutscene-ish dialogue
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Golds
Loves Juno
Level 10
Juno sucks
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« Reply #361 on: August 02, 2014, 01:24:23 PM » |
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I still don't think there's enough contrast and highlights on the important elements in your game. The spikes and your spring platform blend in too much.
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Zack Bell
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« Reply #362 on: August 02, 2014, 01:38:28 PM » |
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I still don't think there's enough contrast and highlights on the important elements in your game. The spikes and your spring platform blend in too much.
Thanks for your input. The spikes have been changed to a white/grey rather than changing from world to world. I'll take the spring thing into account too, but we haven't had any problems with that one yet. Thanks EDIT: And that was my fault for not changing the spikes in those recent GIFs. I've had the new ones for a week or so.
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Rebusmind
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« Reply #364 on: August 02, 2014, 10:30:42 PM » |
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Is there any kind of indicator or do you have to move over every screen border twice to make sure not to miss something?
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Zack Bell
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« Reply #365 on: August 02, 2014, 10:42:16 PM » |
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I'm honestly not sure yet. Any suggestions? I just liked the idea behind it. You could just stumble upon secret power ups or secret missions. Maybe the design of the levels asks the player to go back and forth a lot and they stumble upon it. Or perhaps, the way we tile things could hint at it, but we don't tell you upfront. Like grass or a flower at the edge of the screen indicates a secret hallway. EDIT: Wrote a small post about what I've been working on in regards to SUPER III. Most of it is covered here, but have a look if you haven't been keeping an eye on the DevLog in full: http://zackbellgames.com/2014/08/03/super-iii-update-aug22014/
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« Last Edit: August 03, 2014, 12:07:45 AM by Zack Bell »
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DocLogic
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« Reply #366 on: August 03, 2014, 08:02:25 AM » |
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hey, this game is looking great. Love that fire/smoke effect. I'm honestly not sure yet. Any suggestions? I just liked the idea behind it. You could just stumble upon secret power ups or secret missions. Maybe the design of the levels asks the player to go back and forth a lot and they stumble upon it. Or perhaps, the way we tile things could hint at it, but we don't tell you upfront. Like grass or a flower at the edge of the screen indicates a secret hallway. I also like the idea behind this, and I think it could work well if you tutorialized it early on, in a subtle way. Like, its the only way to progress. Perhaps an enemy or an NPC does it first, goes off screen when you think they should have popped out on the others side of the screen. After that, something like a grass or a flower would be helpful, but not as necessary. I agree, the idea of stumbling upon a secret, rather than pointing it out, is preferred.
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Zack Bell
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« Reply #367 on: August 03, 2014, 10:34:16 AM » |
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« Last Edit: August 03, 2014, 10:49:59 AM by Zack Bell »
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gggfhfdh
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« Reply #369 on: August 04, 2014, 03:22:23 PM » |
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i should make an actual explosion for this one rather than just having you reuse the flamethrower one and also some particles to spray out of the fuse i think
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The Translocator
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« Reply #370 on: August 04, 2014, 03:26:12 PM » |
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It actually looks really good just reusing them, but I think it might look better if it was white and blue particles to reflect the creatures being made out of ice?
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Zack Bell
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« Reply #371 on: August 04, 2014, 04:20:00 PM » |
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I was thinking about both of those points actually. About the "white explosion", I considered it, but remembered that they're just supposed to be little bomb guys who are coved in snow. So the explosion being a typical explosion is fine.
About the particles and stuff, I can try a simple particle like I use for the embers and stuff.
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Fervir
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« Reply #373 on: August 06, 2014, 06:21:52 AM » |
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I'm honestly not sure yet. Any suggestions? I just liked the idea behind it. You could just stumble upon secret power ups or secret missions. Maybe the design of the levels asks the player to go back and forth a lot and they stumble upon it. Or perhaps, the way we tile things could hint at it, but we don't tell you upfront. Like grass or a flower at the edge of the screen indicates a secret hallway. EDIT: Wrote a small post about what I've been working on in regards to SUPER III. Most of it is covered here, but have a look if you haven't been keeping an eye on the DevLog in full: http://zackbellgames.com/2014/08/03/super-iii-update-aug22014/In Abe's Exodus, there were green bottles around that meant there was a secret area to be found. It was pretty subtle for me and I was more focused on completing the main puzzles so I missed a lot of them. Those secret puzzles were really difficult and cool though.
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Zack Bell
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« Reply #374 on: August 06, 2014, 02:10:53 PM » |
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I'm honestly not sure yet. Any suggestions? I just liked the idea behind it. You could just stumble upon secret power ups or secret missions. Maybe the design of the levels asks the player to go back and forth a lot and they stumble upon it. Or perhaps, the way we tile things could hint at it, but we don't tell you upfront. Like grass or a flower at the edge of the screen indicates a secret hallway. EDIT: Wrote a small post about what I've been working on in regards to SUPER III. Most of it is covered here, but have a look if you haven't been keeping an eye on the DevLog in full: http://zackbellgames.com/2014/08/03/super-iii-update-aug22014/In Abe's Exodus, there were green bottles around that meant there was a secret area to be found. It was pretty subtle for me and I was more focused on completing the main puzzles so I missed a lot of them. Those secret puzzles were really difficult and cool though. Cool, I like that. I planned on doing something similar to that. Like Zelda's cracked walls or shrub patterns. Or like Binding of Isaac's blue rocks or whatever. We'll see, haha.
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Rebusmind
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« Reply #375 on: August 06, 2014, 10:34:23 PM » |
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It's so annoying when people keep barfing on me.
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Zack Bell
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« Reply #376 on: August 08, 2014, 03:50:19 PM » |
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Sorry for the lack of DevLog activity, guys. I've added a bunch of new content for World 2. Here, have some GIF.
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SUPER 91
Level 0
Make games, not enemies.
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« Reply #377 on: August 09, 2014, 03:12:51 PM » |
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EDIT: Updated a bit...
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« Last Edit: August 09, 2014, 03:29:44 PM by SUPER 91 »
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Zack Bell
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« Reply #378 on: August 09, 2014, 11:57:37 PM » |
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Hi there. So...making games is hard. I haven't been able to post much at all on here or on our website. I've been too caught up with planning the Kickstarter campaign and working on the KS trailer. However, there is good news... The trailer is practically complete. Tomorrow we will be shipping off the trailer to Joel, who will be scoring it. His track will probably make it 100x more epic (which is needed due to me not being great at making trailers).
But anyway, YES. I think the boring stuff is out of the way. Hunter got me a bunch of new enemies and obstacles this week and I really just want to get back to messing with those guys and making cool levels. Stopping to tile rooms all fancy and show off certain little mechanics has been SO tedious. Almost detrimental to my outlook on work this past week.
Things are looking bright though. I have a lot of ideas and I can't wait to get this thing up onto Greenlight and such. I'm sure it will at least be a great learning experience. Last minute advice is appreciated!
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and
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« Reply #379 on: August 10, 2014, 03:16:14 AM » |
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Looking forward to the Kickstarter Zack. I've been waiting for a while to start throwing my money at you!
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