Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 03:39:24 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 2 [3] 4
41  Community / DevLogs / Re: Food Spirits on: August 01, 2010, 10:42:11 AM
Unloading some more screens in this thread... I feel like I'm getting closer to finishing the game, things are getting done.

First of all, new character done: Candy. Only two characters to go, wooh.
She has a lot of projectiles that do low damage, but they cover a lot of ground and some of them increase the opponents need-meters. Her super move transforms any player or animal into candy, that can be eaten. Basically an insta-kill move, so I'm trying to make it very cumbersome to hit anyone with (it's not the beam pictured)



Secondly, I decided on how to approach the single player mode. Basically you choose one of several single player-only maps and the goal is to collect 100 stars on each, while still keeping your character alive life-sim-wise and fighting-wise.


42  Community / DevLogs / Re: Shmup & Build on: July 16, 2010, 06:06:33 AM
I love genre-mixes like this. I'll be very interested to see where this is going, looking good Gentleman
43  Developer / Art / Re: show us some of your pixel work on: July 15, 2010, 04:26:08 PM
That's so damn cute. The animation could stand to be less minimalistic, but it works.
44  Developer / Art / Re: Art on: July 15, 2010, 04:24:49 PM
She has two halves. One looks nine and the other looks twenty.  Epileptic

That pans out at 14,5 years overall. Great, now we're all in trouble Who, Me?

But seriously, it looks real good except for the somewhat difference in proportion/style over the Y axis. Are those whip marks I see...? Well, hello there!
45  Developer / Art / Re: show us some of your pixel work on: July 13, 2010, 02:04:22 AM
Also, I recently pixeled my avatar.  Smiley

It looks super good. Nintendo should hire you for Pokémon. Gentleman
46  Developer / Art / Re: show us some of your pixel work on: July 12, 2010, 02:30:48 AM

redesign of that guy in the suit i posted a while ago


the fez is probably gonna go  ;_;  Shrug

But... Fez's are cool Wink
47  Community / DevLogs / Re: Fishbane - RELEASED AND OUT OH MY GOD on: July 11, 2010, 02:35:08 AM
Yin: Thank you. + I love those fish <3 I hope you managed to get them in the end, though?

Yeah, felt good when I finally succeeded. That's the beauty of difficult games Smiley
48  Community / DevLogs / Re: Fishbane - RELEASED AND OUT OH MY GOD on: July 10, 2010, 12:59:18 PM
This game is very awesome.
But man, getting the last two fish on Death Beach was pure punishment. Crazy
49  Developer / Art / Re: show us some of your pixel work on: July 08, 2010, 09:00:39 AM
I'd say right > left > center. He has a lot of blue tones already, which is why I prefer the right one.
50  Developer / Art / Re: show us some of your pixel work on: July 07, 2010, 04:26:18 PM

You are just too stiff, lousy neon mohawk bruiser.

I know it's stiff, but I... kinda like it the way it is somehow.
I think it'd work well once it's put in a game.
51  Community / DevLogs / Re: Codex (an RPG) on: July 07, 2010, 03:24:18 PM
Loving the art style. And I've recently realized the awesomeness of games about crafting, so this seems exciting. Ever played any of the "Atelier" games, that are all about alchemy?

I've only read the first page yet, gonna eye through the thread now. Smiley
52  Community / DevLogs / Re: Food Spirits on: July 07, 2010, 03:11:41 PM
(Updated the main post to be a bit more informative...)

So after playing/seeing Monster Hunter Tri and Atelier Elie, I realized that collecting things and combining them is a lot of fun. Then I thought, that would fit well in my game. So I reworked cooking so that you'd be able to combine two ingredients, earlier it was just like "meat becomes meat dish" etc. And I'll reuse the code for an Alchemy system as well I think, where players will have to buy a cauldron and then use their Magic skill(used only for scrolls/spells now). Anyway, here's what the combining meny looks like:


Also a new character is done, but she's just a sprite edit of Juice. Still, she has original special moves though.



And here's a screen of the hi-score for free mode, now featuring cause of death.
53  Community / DevLogs / Re: Food Spirits on: June 28, 2010, 05:27:49 AM
Them some sexy pixels, though I'm a bit puzzled as to how gameplay would work and it's a tad late to try the build provided.

The animation look good.  Keep up the good work!

Thanks! Gentleman
Actually, there was never any build publicly available, and there won't be until release/demo.

The gameplay is pretty odd (and kinda hard to explain actually), but it can be a lot of fun as long as you have someone to play with. I'm battling with how best to make an enjoyable single player thingy, that won't take too much extra work.
54  Developer / Art / Re: show us some of your pixel work on: June 27, 2010, 11:53:30 PM
Still working on my EGA mockups every now and then.




I love it, it has massive amounts of charm and epic dithering. Makes me want to try a limited pre-determined palette like that sometime. Kiss

This little mockup is just completely awesome, but it does look even better with the added shadow.

Agreed.
55  Community / DevLogs / Re: Food Spirits on: June 27, 2010, 11:33:49 PM
Still going with it though, here's some newer screenshots.

Hopefully this will be one of the rare games I actually finish, and I can take my shot at the indie release thing. Should be fun, if nothing else.




56  Community / DevLogs / Food Spirits on: May 24, 2010, 04:50:25 PM

[updated main post 8 july]

So... Devlog then.

Short Description
Food Spirits is a sort of arcade life simulation party game, in which 1-4 players controls a spirit of food(or their chicken friends). The point of the game is to have good mood and thus collect points (unless some other game mode is played). There are also fighting game-esque special moves for battle.

Long Description
Basically, you pick a character(again, fighting game style) and then a personality(things such as starter skills, traits, taste in furniture and favorite weather etc). Then you simply try to keep your character in a good mood, and the points will start rolling in.
The game ends after a pre-determined time in an apocalypse after getting increasingly more difficult, but the point isn't to make it to the end but instead I aim for more of a rougelike thing where death is common.
As you do things, you gain levels in skills such as fighting(gives you more "special moves") or cooking.

You also have three Sims-like "needs": hungry, dirty, sleepy. If you don't eat you start taking damage, if you don't bathe you might get sick, if you don't sleep you'll fall asleep in less then optimal places(like underwater maybe...). Furthermore, having any of these meters near max will drag down your mood.

If mood is too low for too long, you'll temporarily become a "tainted spirit", a sort of ghost with two forms. In the light, an invisible ghost that can only pick up things and fly around. In the dark, a more dangerous monster ghost with attacks. As a tainted spirit you'll need to eat the souls left behind by killed animals or players. After a while you will return to normal.

I could go on, but eh... Just look at the screens.

There are three main game modes:
FREE MODE - sandbox type 1-4 player game, the main game mode.
COMPETITIVE MODE - a versus mode for 1-4 players competing with points or just violence.
SINGLE MODE - work in progress, more info later

The non-hidden playable characters:


Random sprites: (the chickens arm is not moving because it's an old image and I'm too lazy to make a new one... d'oh)
57  Developer / Art / Re: Sculptris 1.0 on: May 23, 2010, 02:17:30 PM
It's missing some teeth.

If he puts teeth in that thing, I will suffer sever mental trauma preventing me from indulging in certain activities involving females. Who, Me?
58  Developer / Art / Re: Sculptris 1.0 on: May 22, 2010, 02:11:24 PM
True. But you'd need something else for animation.
Also, looks awesome Kinnas!

Yeah, and for making the low poly as well. But Blender is very powerful for an open source program (for modelling and animation etc), and they have even improved the tricky UI lately.
59  Developer / Art / Re: Sculptris 1.0 on: May 22, 2010, 01:09:50 PM
It's definitely a lot more user friendly than zbrush or something, although I don't think it would be particularly useful for a game, unless it's pre-rendered.

Sure it would. You make a low poly for the sculpted high poly and generate a normal map. That's how 3d game art works these days.

Most 3D engines these days support normal maps too.
60  Developer / Art / Re: Sculptris 1.0 on: May 22, 2010, 07:32:52 AM
It so nice that there's finally a decent freeware option for sculpting. Blenders sculpt mode wasn't really cutting it imo.
Pages: 1 2 [3] 4
Theme orange-lt created by panic