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TIGSource ForumsCommunityDevLogsJack the Reaper
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Conker534
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« Reply #200 on: June 19, 2011, 08:34:21 PM »

Thats no fun!
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Raku
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« Reply #201 on: June 19, 2011, 10:50:21 PM »

i'm almost sure the grandma engine does that for you... and that's what you should be using if you are making a platformer in GM. it's a pretty good engine.
No thanks.
I would feel cheap if I didn't make everything related to my game. Engine included.
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MaloEspada
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« Reply #202 on: June 20, 2011, 09:10:27 AM »

oh well  Shrug
i didn't mean to take credit from you or anything.
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Raku
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« Reply #203 on: June 20, 2011, 06:54:33 PM »

Hey hey- I didn't mean to start a confrontation. Sorry I said anything.

Um, have some more concept art:

« Last Edit: June 20, 2011, 08:49:29 PM by Rakugaki-Otoko » Logged

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« Reply #204 on: June 20, 2011, 11:25:06 PM »

i'm almost sure the grandma engine does that for you... and that's what you should be using if you are making a platformer in GM. it's a pretty good engine.
No thanks.
I would feel cheap if I didn't make everything related to my game. Engine included.

You should also construct your computer out of minerals you mined yourself, and don't forget to make your own mining pick.

(Oh, and please remember to code your own pixel art/animation software)
No need to jump on him like that, it was obvious what he meant ._. .  Nothing wrong with wanting to make your own game engines and art o_O
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Raku
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« Reply #205 on: July 30, 2011, 11:09:05 PM »

Wow, it's been almost a whole month since I've posted anything. I apologize.
A good friend of mine is having some difficult life changes right now, and I'm trying my best to be there for her while still shoe-horning in some time to work on the game/music.
Um, let's see here.
Here are some screenshots:



I'm sorry for the long absences, and I'll try to update more often. but for now, this devlog may or may not continue to lie dormant for a while.
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Ashkin
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« Reply #206 on: July 31, 2011, 01:51:27 AM »

i'm almost sure the grandma engine does that for you... and that's what you should be using if you are making a platformer in GM. it's a pretty good engine.
No thanks.
I would feel cheap if I didn't make everything related to my game. Engine included.

You should also construct your computer out of minerals you mined yourself, and don't forget to make your own mining pick.

(Oh, and please remember to code your own pixel art/animation software)
To make a game from scratch, one must first create the universe.
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Raku
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« Reply #207 on: August 12, 2011, 08:22:29 PM »

so anyway...
more progress.


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« Reply #208 on: August 12, 2011, 09:25:33 PM »

looking good!  i totally dig the hedgehog (cannon?)
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Raku
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« Reply #209 on: August 12, 2011, 10:17:40 PM »

ah, it's not a cannon, just a ring made out of antler for ramming. They're just really shaggy boars.
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sabajt
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« Reply #210 on: August 13, 2011, 09:04:34 AM »

oops  Shrug well looks great anyway
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Raku
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« Reply #211 on: August 13, 2011, 12:26:26 PM »

Thank you.
also here's another spritesheet I'm working on.
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Raku
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« Reply #212 on: August 18, 2011, 05:07:19 AM »

Ehh... I wish I had more to post right now, but all I can give is this second trailer I just finished. Hopefully it will bring the hype up.


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« Reply #213 on: August 18, 2011, 09:28:43 AM »

oh god just take all my money now. why can't it go through my screen. D:
this is looking all sorts of fancyfree and fun. I also notice you made his basic attack much wider (I think) which would be a huge plus IMO.
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DINGLING DONGLE DORKS AGAIN ARE WE?
Raku
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« Reply #214 on: August 18, 2011, 11:21:41 AM »

Thank you very much.
Huh... no, the attack is the same as it's always been.
I don't know if you were joking about that first part, but this is going to be free.
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« Reply #215 on: August 19, 2011, 01:33:47 AM »

i wish i was a one man army that could make kirby super star all by myself. but instead that guy is you, and i am just some other guy.
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Raku
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« Reply #216 on: August 22, 2011, 12:59:43 AM »

Well, I deeply appreciate the compliment. I'm flattered
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Raku
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« Reply #217 on: September 02, 2011, 04:00:08 AM »

OK!
New demo! go get it in the first post of this thread!


Update log:

May31
-Fixed some problems with Tenshi Boss fight, added some aesthetic things
-started making moon stages. still no enemies yet.
June2
-Started making river stage
-Fixed a few things in the Graves Cutscene
June6
-Finished river stage
-added new fish enemy for river stage
-added river stage to map
-added spash special effect for entering/exiting water
June 12
-nothing special
June 13
-added cat and mouse objects for training grounds stage
-added new enemy, Ouryu
-changed Jack's hitbox so that he is two pixels wider, hopefully making platform jumps easier.
June 21
-added in yellow shoes for Speed-up ability
-added a new enemy (didn't put in any stages yet)
-added effect for Force ability
June 26
-Started moon plant stage
-fixed moon ghost enemy
July1
-Made and implemented BonBon enemy flora
July9
-Added some new moon stages
-finished making Sea of Crises stage and it's obstacles
-fixed moon ghost enemy's attack direction
July12
-fixed many various little problems
-added a looking up sprite for Jack
July13
-fixed a few more little things
-changed ball & chain ability for the better
July15
-Added Nectar Stage
-Finished Dogu Statue Background
July23
-added actual necrtar to Sea of Nectar stage
-Added Nin 1 & 2 boss
-started building Sea of Rains stage
July29
-Added a few more enemies
-Added new background element to a moon stage
Aug1
-finished Sea of Rains and changed name to Ocean of Rains (accurate)
-added shark enemy and red shark enemy
-started making sea of moisture stage (water stage)
Aug4
-finished Sea of Moisture stage room 1
-made a new aquatic mecha enemy
-added bubbles effect to water stage
-fixed a few things in the river stage, such as adding bubbles, and making the water actually look like it is moving rapidly, rather than being calm.
-reversed direction of KingyoKingu enemy sprite, so that they're swimming agains the current.
Aug12
-Started making stampede stage and stampede enemy
-started making Depth Buster miniboss fight
-added mines to the moon ocean stage
Aug13
-Finished stampede stage, enemies, and background elements.
Aug18
-Added clouds to some high up stages
-Made much more enemies drop abilities
-added some new enemies here and there
-fixed some bugs dealing with Jack and enemies
-added small new room onto stage near beginning of game
-changed a few sprites to look nicer
Aug19
-added new ability: Vulcan
-added some new ability combos
-fixed a few bugs here and there
Aug28
-added more fusion abilities with vulcan
-finally fixed the map, now you can just press a direction to go to the next stage
-added some new enemies
-fixed lots of bugs
-added dark gradient to stages with bottomless pits ala Kirby Super Star
-added foreground element to Cloud Stages
-made a "camera shake" object for large explosions (only used for one object as of now)
Sep2
-added several new enemies to the final moon stage
-added redlightglow BG element to final moon stage

This is directly copy-pasted from the log in the flash drive I use to back up this game. Every time I backup, I log in what has changed since the last time.

I didn't feel like it would be ok to release another demo until I finished each and every last moon stage, so here you go. This is what I've been doing all this time when I wasn't busy helping a very close friend move to a new house and money and moral support and- this isn't the time or place to talk about that.

Anyway, please enjoy! I'd love to get some feedback or any comments relating to the game, really.

edit: oops, forgot to include the last two stages on the map. anyone who's downloaded the demo before today should re-download it if they want to be able to play those two stages. sorry for the inconvenience.
« Last Edit: September 02, 2011, 11:30:57 AM by Rakugaki-Otoko » Logged

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« Reply #218 on: September 17, 2011, 10:40:50 PM »

FINALLY beat Guutara*!

This game is turning out amazing, and I'm pretty sure I haven't even gotten close to the newer content you've added. I've gotten used to the rather sensitive movement, and after figuring out the kinks for each enemy most levels are becoming a breeze.

As always, here are the bugs/suggestions I've sussed out this time around. I get farther and farther each time.

-A more sensible save system, perhaps after each level. Having the game reset your progress whenever you run out of lives or close the game is a huge flaw.

-Thus far I've seen now way to replenish your lives, either through 1UPs or collectibles. If it's going to be like this for the final release, why have lives at all? I don't even understand how Death can die.

-In the giant tree section of Machine Gun Foliage, the Bullet  pwoer doesn't seem to affect the floating dandelions. Is this intentional?

-The pouncing cat in the forest stages could use a falling animation. If he leaps off an edge mid-pounce, he'll kind of walk on air for a bit, then teleport to lower elevation and wander around, confused.

-Once in a while, if two souls are floating directly atop one another and you touch them with only one slot open, you'll pick up both but only gain the effects of one; when you eject, they remain stuck together, their flames layered.

-In places like the beginning of the very first level, if you jump left into the invisible boundary, you won't be able to move right in mid-air.

-As some have mentioned, Jack could really do with a jumping buffer. The platforming is pretty finicky at times, and in the many single-tile jumping sections, Jack's lack of acceleration means you can't maneuver or change directions him nearly as smoothly as you'd like.

-----------------
* He seems almost too easy using the Bullet soul, you can vaporize his dog before it gets the chance to do anything, then just spam upwards diagonal shots at his knee right from your spawn point, dodging whenever he throws the sticks.

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Raku
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« Reply #219 on: September 18, 2011, 07:22:09 PM »

@godsavant-
-There will be an easy mode that I will put in at some point. actually, I'll set some time aside right after I type this reply to start working on the options menu.
-Actually, I was planning on only having extra lives appear in bonus stages, which you can only beat once (so you can't farm lives). but there are no bonus stages put in yet, only the secret exits that lead to them.
-Ah, sorry. I mis-programmed that. It's fixed now, you'll see in the next demo.
-interesting... I'll look into that and see what the problem is. he shouldn't even be able to go off ledges, honestly.
-another thing that should not be able to happen. Putting this on my to-do list as well
-I wasn't aware of this glitch either.
-I've done what I can about jumping and movement. Not sure why having no momentum would make it harder to land on platforms. shouldn't exact movement make that easier?

-yes, I'm planning on making that boss a bit harder, even though he is only the first one.

@mooosh
I've already tried fluid movement. it just doesn't work. Please refer to



I really don't like when games spell things out so plainly to the player. it implies that I don't trust their intelligence. The third level should let you know you need to dodge because the mouse does the same movements as Jack's dodge.
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