leonelc29
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« Reply #20 on: December 06, 2011, 08:48:22 PM » |
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ohh god...oohhh god...this look awesome! make a aerial battle, because aerial battle are always awesome i shall drop all my school work and join this compo! (nah just kidding. )
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namragog
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« Reply #21 on: December 07, 2011, 06:14:39 AM » |
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BO-MU
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J. R. Hill
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« Reply #22 on: December 07, 2011, 03:24:08 PM » |
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Wow, this sounds & looks amazing
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hi
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Glyph
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« Reply #23 on: December 07, 2011, 05:55:53 PM » |
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BO-MU
BU-MU, actually shoot, now I sound like a weeaboo I plead the fifth
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:^)
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« Reply #24 on: December 07, 2011, 06:24:43 PM » |
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yay. hey i'm following this.
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Theophilus
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« Reply #25 on: December 07, 2011, 06:44:38 PM » |
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yay. hey i'm following this.
You're not allowed to follow this.
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:^)
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« Reply #26 on: December 07, 2011, 07:26:53 PM » |
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this game looks kool
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namragog
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« Reply #27 on: December 07, 2011, 08:17:23 PM » |
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BO-MU
BU-MU, actually shoot, now I sound like a weeaboo I plead the fifth OH NO! My katakana is really rusty. Urgh. Haven't used it in a while
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Theophilus
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« Reply #28 on: December 07, 2011, 10:02:09 PM » |
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-Fixed bugs -Added preventing-overlap behavior for helpers and robots -Plugged in derek's new graphics for enemies and helpers (theyre great) -Did some testing. A lot of testing. -Fixed bugs that came as result of the bug fixes -Added a status window in the left side showing HP of the helperbots and their paradigms -Added a pause screen. -Fixed bugs that came as a result of the bug fixes of bugs. If you want more to see more screenshots (I'm not going to post huge images here all the time yo), here's an imgur album: http://imgur.com/a/PRaXE
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Theophilus
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« Reply #29 on: December 09, 2011, 05:44:41 PM » |
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Yo guys, no update yesterday. Today I worked on optimization. I learned the scaling wasn't working great, so I implemented a seamless scaling method. Unfortunately it's slow. So I will hold off for now. Why, you ask? Because... YOU CAN PLAY THE GAME!: http://dl.dropbox.com/u/9942053/sushirobo.exeCONTROLS: WASD: Move Mouse: Aim LMB: Shoot RMB: Spawn helper bot, IF you have 15 or more scraps Mouse Wheel Up/Down: Change weapons
Among other additions: -Weapons system (two weapons right now) -Game Over transition: Fades to white.
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leonelc29
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« Reply #30 on: December 09, 2011, 07:33:58 PM » |
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ohh, it came, finally! love: -the fake 3d view -helper bot -helper bot squad -spread gun -day to night transition -camera stand still for awhile when enemy die -chance for deploying a faulty robot not love: -camera stand still for awhile when enemy die -single shot -chance for deploying a faulty robot edit: i paged it. i'm terrible...
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Theophilus
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« Reply #31 on: December 09, 2011, 09:15:51 PM » |
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Lionelc: Thanks for playing. Also thanks for quoting at the top of the page.
About your not love's:
-Camera: I'm fixing it. I was just adding random offsets, so sometimes if it moves, it gets out of hand. -Single shot: It's actually supposed to do more damage but I forgot to implement that part of the weapon system. Haha. -Malfunctioning bots: I'm probably going to take this out when I let the player spawn a bot with a paradigm of his choosing.
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J. R. Hill
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« Reply #32 on: December 09, 2011, 11:25:11 PM » |
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Dude this is coming along really well. The gameplay is slick.
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hi
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leonelc29
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« Reply #33 on: December 10, 2011, 01:05:17 AM » |
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for the not-love part, the camera stand still is actually quite cool to have it, but it became out of control when on the chain killing where the camera will just stay there until you stop killing. malfuntion bot is neat too, since you're deploying it using scrap metal
@J. R. Hill i wanna see your gam!
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J. R. Hill
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« Reply #34 on: December 10, 2011, 01:13:31 AM » |
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I'm getting there!
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hi
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Manuel Magalhães
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« Reply #35 on: December 10, 2011, 04:25:27 AM » |
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I love... -the pseudo-3D perspective -the nice sprite work -when camera stops following the player by a brief period of time when there's an explosion.
I would love if... -the game was harder, the helpers aren't very needed because of it and there should be some sort of risk-award by using them (e.g. losing a bit of health) -more weapons and power ups.
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Theophilus
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« Reply #36 on: December 10, 2011, 07:58:24 AM » |
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Manuel: Thanks for playing.
Difficulty: I'm working on it. It's sort of hard to balance. Risk-reward: I haven't considered this. When there are different helper paradigms, maybe this will come into play more.
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Theophilus
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« Reply #37 on: December 13, 2011, 06:17:55 PM » |
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Ahh, first development in a while due to school and stuff.
Today, I:
-created main menu -sorted depth -Designed an enemy -Designed some more weapons -Balanced some values
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:^)
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« Reply #38 on: December 13, 2011, 07:05:04 PM » |
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mock-up:
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Theophilus
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« Reply #39 on: December 14, 2011, 11:40:20 AM » |
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damn straight
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