tuaarita
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« Reply #4640 on: October 07, 2014, 12:08:53 PM » |
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Making GIFs for our Kickstarter campaign, coming this month. Here is the Ranger's black hole arrow. The Driphion Woods Those damage numbers are really confusing to me, have you thought about having only one instance per monster and just adding to it every damage tick?
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Thunderhorse
Level 1
http://laserfury.com
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« Reply #4641 on: October 09, 2014, 10:20:11 AM » |
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Making GIFs for our Kickstarter campaign, coming this month. Here is the Ranger's black hole arrow. The Driphion Woods Those damage numbers are really confusing to me, have you thought about having only one instance per monster and just adding to it every damage tick? We have thought about that, and one instance per monster really doesn't get the feeling that we're going for. The current numbers definitely are confusing in an attack like this though, so we're going to need to try out how they look when they're a bit randomized so they don't overlap.
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Rat Casket
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« Reply #4642 on: October 09, 2014, 10:27:57 AM » |
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The biggest problem is that there is not an outline around them, so they are impossible to see.
Look at Diablo 3 for a good example of a metric fuckton of numbers on screen at once.
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tuaarita
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« Reply #4643 on: October 09, 2014, 11:24:55 AM » |
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An outline on the latest number would be nice at least.
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acatalept
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« Reply #4644 on: October 10, 2014, 08:12:03 PM » |
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BeaKManiak
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« Reply #4646 on: October 11, 2014, 03:45:34 AM » |
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After some feedback we received, we darkened the background and added some lights. This way the obstacles are clearer for the player. All the assets are still WIP! Now: Before:
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DocLogic
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« Reply #4647 on: October 11, 2014, 04:24:39 AM » |
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After some feedback we received, we darkened the background and added some lights. This way the obstacles are clearer for the player. All the assets are still WIP!
Wow.....just wow. Looks great! Some new screenies of Shutter:
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« Last Edit: January 29, 2015, 07:49:45 AM by DocLogic »
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Dascu
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« Reply #4648 on: October 11, 2014, 04:54:10 AM » |
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Start screen of Malebolgia. Subject to change (like adding in an Options menu).
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golemshaper
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« Reply #4649 on: October 11, 2014, 04:55:20 AM » |
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mebawars.com
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« Reply #4650 on: October 11, 2014, 05:07:43 AM » |
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I've added Full-res High quality grassland backgrounds! Video demo of the same thing
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Pehesse
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« Reply #4651 on: October 11, 2014, 05:13:57 AM » |
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Starting to put the newest character in! There are still many animations to do, and there are some growing pains to this early implementation (incorrectly placed hit effects, some weird behavior with the walks and the likes) but it's still going much faster than for the first character. Main focus/new thing here, besides the whole character, is her ability to combo and multihit(and your ability to block those hit sequences entirely, or only some of these - the previous damage check code didn't allow for that since the first character doesn't multihit at all). And if you time it really well, you can even duck/uppercut through her air kicks!
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Julien
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« Reply #4653 on: October 11, 2014, 05:40:34 AM » |
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bijou
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« Reply #4654 on: October 11, 2014, 06:59:32 AM » |
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Jonathan Burroughs
Level 1
Co-founder Variable State
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« Reply #4655 on: October 11, 2014, 07:08:50 AM » |
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Virginia. The grieving parents.
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hazeman
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« Reply #4656 on: October 11, 2014, 07:45:50 AM » |
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Hey, Maya Breaker update. I've made the keyboard and gamepad buttons adjustable. Also added some new graphics for the borders of rooms. Looking smart!. For more info, check out my dev blog at mayabreaker.com
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------------------------------------------------ Twitter @xanthousray
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SeanNoonan
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« Reply #4657 on: October 11, 2014, 07:49:38 AM » |
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Wow, looking great. Space cowboys :D?
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aamatniekss
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« Reply #4658 on: October 11, 2014, 08:03:16 AM » |
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A very, very early concept for my platformer game. Currently not even playable, just trying to find the right art style, this is far from complete though..
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SeanNoonan
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« Reply #4659 on: October 11, 2014, 08:09:04 AM » |
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Here's the latest on the new Jack B. Nimble menu flow: (click for big)
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