HernanZh
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« Reply #20 on: September 12, 2012, 10:55:09 AM » |
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Revisiting an old topic, I'm trying to make the screen less crowded and make the foreground stand out more from the background. I drew a new background, but I'm having trouble deciding whether it's better or not. Before: After: Drew trees and bushes and desaturated the hell out of it. Opinions/advice?
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Scott
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« Reply #21 on: September 12, 2012, 02:06:30 PM » |
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What a helpful thread you linked! Not sure how much my opinion helps because I know very little about this type of thing, but I like the 1st one better - not sure the 2nd one is the right solution with this game. Can't say much more than that.
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HernanZh
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« Reply #22 on: September 12, 2012, 02:54:51 PM » |
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Woah, I'm on my laptop now and the background in the 2nd pic suddenly looks way different (much darker)! And with different I mean uglier, wth
Thanks achild, now that I'm looking at this again, I think I'll have another try tomorrow.
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errik
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« Reply #23 on: September 13, 2012, 06:18:05 AM » |
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Hi Hernan! I like this idea, funny I think the bushes in the new background is to brownish, making me think of autumn. If you made them a bit greener I think I would prefer this background. About the flower, I think it would be more readable that you could actually run under it if it "jumped" instead of stretching into the air, if you get what I mean
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HernanZh
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« Reply #24 on: September 13, 2012, 08:46:12 AM » |
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I think the bushes in the new background is to brownish, making me think of autumn. If you made them a bit greener I think I would prefer this background.
Thanks for telling me. That's the kind of stuff I can't see. About the flower, I think it would be more readable that you could actually run under it if it "jumped" instead of stretching into the air, if you get what I mean I know what you mean. However I think I'll leave it like this and add a coin pattern below the plant when you first encouter is.
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Eatingburger
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« Reply #25 on: September 13, 2012, 09:01:53 AM » |
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Yo, I'm looking for some feedback. Android APK (7 MB) <- recommended version to try The install permissions were kinda terrifying. Game installed and ran fine on my Samsung Q (android 2.36), but the game's resolution was flipped relative to my screen, so I could only see a really stretched top-half of the game, with a bunch of black to the right. Quit the game, rotated my phone, but couldn't find the app in my app list; reinstalled, plays fine now. Only tiny bits of choppy-ness, hasn't crashed yet. In terms of the game itself: *Animations are fantastic. *Normally in platformers I can easily get a "feel" for how far I can jump. Its not happening so far in this game *I'd personally prefer the mushrooms to just bounce you like a springboard, rather than requiring an extra jump. *Game feels really slow at the start. The bunnygirl should have an animation if you manage die while she's still on-screen. Also, some of the clouds should be bushes.
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HernanZh
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« Reply #26 on: September 13, 2012, 09:35:29 AM » |
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The install permissions were kinda terrifying. Game installed and ran fine on my Samsung Q (android 2.36), but the game's resolution was flipped relative to my screen, so I could only see a really stretched top-half of the game, with a bunch of black to the right.
Marmalade SDK They fucked up something in v6.0, maybe they fixed it in v6.1? Also the permissions are the default settings in Marmalade, I was... too lazy to change them. *Normally in platformers I can easily get a "feel" for how far I can jump. Its not happening so far in this game That's understandable. It certainly takes a while to get used to the auto-running. *I'd personally prefer the mushrooms to just bounce you like a springboard, rather than requiring an extra jump. *Game feels really slow at the start.
Do you mean you should automatically jump high? And about the slow start: I may try to tweak it again, though after implementing some different modes to see how it goes. The bunnygirl should have an animation if you manage die while she's still on-screen. Also, some of the clouds should be bushes. Great idea And the cloud/bush, I removed it (see oldest mockup)
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Eatingburger
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« Reply #27 on: September 13, 2012, 10:10:24 AM » |
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Do you mean you should automatically jump high?
Yep. Also, I love the combo meter :D
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Blodyavenger
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« Reply #28 on: September 13, 2012, 11:08:02 AM » |
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Hey, the game looks really nice! Are you going to implement PC highscores anytime soon?
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HernanZh
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« Reply #29 on: September 14, 2012, 04:45:28 AM » |
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Hey, the game looks really nice! Are you going to implement PC highscores anytime soon? Thanks, probably not though Also, I think I got the background where I want it, even got to use the background I thought i couldn't use Needs some tweaking and cleaning up, but I think I'll go for this. Thanks for the helpful feedback
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Eigen
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« Reply #30 on: September 14, 2012, 05:35:51 AM » |
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It's looking mighty pretty! Have you considered lowering the contrast between the stripey land texture? Personally I think it's too strong (also hard on the eyes) and doesn't quite match the rest of the color scheme. I'll try out the demo when I get home. I'm thinking it's mighty good.
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Conker534
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« Reply #31 on: September 14, 2012, 12:07:46 PM » |
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I love this art.
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Windybeard
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« Reply #32 on: September 14, 2012, 03:32:57 PM » |
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looks awesome! sounds awesome..... it must be awesome!
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HernanZh
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« Reply #33 on: October 20, 2012, 10:49:51 AM » |
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Hello, it's been a couple of weeks since I last updated. I've mostly been programming, so there wasnt a lot to show. Here's what I've been up to lately: - Redesigned the main character to look less like Mario
- Menu screens! (shop, result/gameover, several dialog screens)
- Scoreloop integration: that includes twitter and facebook integration. Problem: scoreloop is broken for the latest version of Marmalade, so I had to switch to an older SDK for now Not to mention there's more things broken in Scoreloop
- Design items/equipment to fill the shop with
This is the kind of stuff that really depresses me, because I hate working on menu screens. It's not completely finished, but I'm done with most menu screens, such as the shop screen where you can buy food/items/equipment: It just needs to be filled with items. The shop screen ties back into the bussiness model, because I'm doing the typical f2p on this, which I believe is best for this type of game. There's so much extra work that comes with f2p, so brb gonna go kill myself.
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HernanZh
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« Reply #34 on: October 29, 2012, 07:40:47 AM » |
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ninjas
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Sir Raptor
Level 6
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« Reply #35 on: October 29, 2012, 12:58:44 PM » |
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I think what pisses me off the most about this demo as it stands are the mushrooms. The whole "it should just launch you up" thing was mentioned before, and it is valid, especially in this kind of game where you can't afford to miss a single jump, but what really gets me is the mushrooms when they spawn at the beginning of the run. If you encounter one before you've picked up speed, it is physically impossible to make the jump.
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HernanZh
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« Reply #36 on: October 29, 2012, 02:53:58 PM » |
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Yeah... that's my fault, certain jumps with the mushrooms are impossible, because I didn't test the obstacles properly (also the demo is really outdated by now) The other thing about the mushrooms: I did change it to "automatic launching up" after it was mentioned. However, I wasn't happy about it and I realized why that is. Since you can't control the running speed in this game, the only thing at your disposal is the jump strength. So I turned the mushrooms back to normal, because otherwise it breaks a fundamental game mechanic.
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HernanZh
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« Reply #37 on: October 31, 2012, 10:32:35 AM » |
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Obligatory halloween update Still needs some refinement in the animation though
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HernanZh
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« Reply #38 on: November 19, 2012, 06:33:29 AM » |
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I'm redoing the main menu screen. I initially thought it would be a nice idea to run around a world and change screens/select options that way. But I had too many problems: after adding more background, the screen went really choppy. Pixel art and rotations don't mix. And there was just too much waiting between options. So instead I'm now doing a Mario-esque worldmap with options (mockup)
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HernanZh
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« Reply #39 on: December 29, 2012, 03:41:58 PM » |
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Hello. Yeah I'm still working on my little endless mario runner. It's been a long while since I updated. The reason for that is that I've been changing the gameplay a lot. It's not an "auto-scroller" anymore... uh it's kind of hard to explain. But the game now allows you to brake and control your own speed. I did this because I hope to add a little more depth to the game. I couldn't come up with a lot of platforming challenges if the player is constantly running at 1 speed. Almost anything will seem unfair if you can't dodge because you have no control. I'm a lot happier now with the change. I can add a lot more nasty obstacles and enemy placements I'm gonna try to upload a new demo soon. Well, updates are boring without screenshots so here:
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