Kekskiller
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« Reply #60 on: July 03, 2013, 10:59:03 AM » |
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Too bad I can't quite parse the notes from PNG files
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ConnorUllmann
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« Reply #61 on: July 03, 2013, 11:00:51 AM » |
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Too bad I can't quite parse the notes from PNG files Oops! Thanks for the head's up
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aberrantmind
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« Reply #62 on: July 03, 2013, 12:17:37 PM » |
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I'm really digging the sounds.
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ConnorUllmann
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« Reply #64 on: July 05, 2013, 02:15:41 AM » |
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I've been working on making the lighting engine faster, because it's been having some issues lately. Other than that, I've been messing around with having the foreground lighting go all the way to black in places where there is no light (instead of a dark blue), which is letting me do some cool stuff with the level design and making for some interesting effects. Here's a pic of the player getting attacked by a villager:
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bnhw
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« Reply #65 on: July 05, 2013, 03:17:58 AM » |
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As someone who's played Dark Souls far too much, count me as excited!
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ConnorUllmann
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« Reply #66 on: July 06, 2013, 12:53:56 AM » |
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As someone who's played Dark Souls far too much, count me as excited!
I'm glad you're pumped! :D Here are a few screenshots with changes to the lighting: I changed around a lot of stuff today with the Villager's movement and the Kobold's attacks. It's feeling much smoother now, and enemies don't have nearly as many moments where they feel "cheap" when they kill the player, which is one of my biggest concerns--I want the player to blame themselves for failing, or else it goes from being a difficult game to just plain unfair.
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ConnorUllmann
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« Reply #67 on: July 07, 2013, 01:16:14 AM » |
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Didn't do a whole lot of interesting stuff today. The main accomplishment was simply getting the controls synced back up between keyboard/mouse and controller. This actually proved pretty difficult, since I depend on the controller having separate controls for "up" and "jump" (A = jump, Up on the joystick = up). This is important on ladders in particular, where you can go up the ladder using "up," but you also need to be able to jump off of the ladders. Right now, the solution I'm using is to make it so the ladders function where left/right control motion, where the player will move in whichever direction on the ladder is closest to whichever button (left/right) that the player is pressing. Here's a pic where I changed the player's light color to red:
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ConnorUllmann
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« Reply #68 on: July 10, 2013, 02:19:47 AM » |
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Finished working out some kinks with importing the bone scaling functionality from Spine and applying it to already-scaled parts with colliders in Oblitus. Now that it's finished, I was able to make some "juicier" animations for a new enemy/hazard: See the tumblr post for more info on how they behave!
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Belimoth
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« Reply #69 on: July 10, 2013, 02:51:35 AM » |
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Neat!
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tanner bananer
Level 1
aspiring train conductor
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« Reply #70 on: July 10, 2013, 04:50:43 AM » |
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When's the art change you were talking about?
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ConnorUllmann
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« Reply #71 on: July 10, 2013, 03:26:30 PM » |
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When's the art change you were talking about?
I actually got the first set of graphics from the artist today! I'm going to wait to show the new stuff off at least until I have more of it, and possibly not until I have all of the current graphics replaced.
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ConnorUllmann
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« Reply #72 on: July 12, 2013, 09:16:15 AM » |
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I finished working out the map for the remaining parts of the first area tonight. Also, I'm testing out doing running water (we'll see if I can make it fast enough!)
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ConnorUllmann
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« Reply #73 on: July 14, 2013, 06:44:39 AM » |
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We were mentioned on US Gamer yesterday! Also, I've been working on making a water-like ooze that is in the world (there isn't any normal water, just this glowing ooze):
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ConnorUllmann
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« Reply #74 on: July 15, 2013, 04:47:01 PM » |
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The whole first area is all mapped out currently, and now it's just down to prettying it up, doing the boss, and fixing a couple small things before we start moving toward releasing an alpha for preorders!
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Banov
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« Reply #75 on: July 15, 2013, 07:02:48 PM » |
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You're doing PREORDERS ?? That's cool. Awesome to see how far you've come with this. It's really lookin' great. Do you have a sense yet of what the final scope is gonna be?
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Andrew Brophy
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« Reply #76 on: July 15, 2013, 07:08:17 PM » |
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aw cool
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Kekskiller
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« Reply #77 on: July 16, 2013, 01:01:45 AM » |
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ConnorUllmann
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« Reply #78 on: August 07, 2013, 01:53:36 AM » |
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Phew, long time, no post. I've been working on Oblitus, albeit a bit slowly lately--we had an artist on board, but he left, so it's back to just being me again. I'm now getting really back up to speed with things, and I posted some new info to the devlog about how upgrades will be handled in-game: These plants are the way the player will upgrade in the game—each time they find one (they’ll be hidden or used as rewards after beating bosses), the plant will be destroyed and give a permanent upgrade to the player in some form. I’m hoping to have a fair number of these throughout the game, so upgrades will be relatively common! Also, here's a short gif of me killing a villager and getting a checkpoint:
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DivineJoker
TIGBaby
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« Reply #79 on: August 19, 2013, 08:50:48 PM » |
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I made an account just to tell you that this game looks very cool. I'm looking forward to it, and wish you the best.
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