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

March 29, 2024, 05:41:06 AM

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1  Developer / Art / Best way to create pixel art fonts? on: September 16, 2016, 06:30:34 AM
I'm looking for software that let me create fonts using images as sources in order to create crispy pixel art fonts.

Does anyone know the best way to achieve this result? The only font maker I found useful in the past was bit font maker 2 which allowed me to do a pretty nice micro pixel art font, but I'm looking for something that allows me to have bit colourful crispy fonts.
2  Community / DevLogs / Re: [PC] - Troubleshooter, JRPG style turn-based PC game. on: September 04, 2016, 10:31:44 AM
The project looks fantastic, very ambitious! Are there any special mechanic unique to the game or is it a straight forward tactics based rpg?
3  Community / DevLogs / Re: Retro Highway [Android/iOS] on: September 04, 2016, 10:29:05 AM
This is my youth all over again. I wonder where all the trucks with ramps are going...

Good luck with release!
4  Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike on: August 24, 2016, 05:49:57 AM
Update 26

The development of the new environment assets became a bit stale so we've been working steadily on weapons. Here's a quick recap up on the ones we've been showing on twitter:


Saw guns and weird blue hedgehog launchers :D


This one shoots bouncing pumpkins


This is the first batch of stake launchers, they jerk due to gif capture Sad


And this is the second and more firey second one.
Explosions were also slightly reworked to be more similar to fire

Last but not least we tried to make a cool but easy to read way of picking up weapons. First we thought about items with auras on them. The aura colour would determine the type of item (weapon, trash piece or power up). But we've settled (for now at least) for literal icons with frames on them, at least for weapons and power ups:


frame colour and shape will change depending on rarity and item type

It's very likely that trash items looks fairly different to make it cooler to interact with them.



5  Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike on: July 19, 2016, 11:23:01 AM
Thanks for the kind comments guys!

@Shirsh We have considered adding a "class" system for the game wich sets other rules for each playthrough. We either had different trashomancers as you suggest or hats. We've already made some hats since one of them will be used for sure and they are faster to add while the trash items are being made. The different trashomancers option has some conflicts with the goal we want to add to the ending of the game making it more a bit more difficult to implement and also with multiplayer (different players would share the trashomancer) but we'll decide if we'll have different trashomancers or hats as the game development progresses.
We think your suggestion is cooler but the hats are easier to do, so we'll decide later. Thanks a lot for the feedback! glad to see you get the spirit of the game  Smiley.

Update 25

We had some trouble that slowed down the development of the game waaay more than we would like, but we haven't stopped yet. Here are some of the weapons that are in the way (they still need graphical and balance tweaks):

Guns, low dmg, easy to land, big clips!
Laser guns, flashy and easy to land, really low dmg
Rockets, every shooting game needs these
Surprise!

We have to tweak specially the big explosion trails and we'd like to add some popcorn to that corncob XD. All the dmg values and even some projectile speeds are still heavily temporary.

We also have some mocks to a new environment, but we haven't even decided on the colour scheme, this is going to take long:



As you can see we are trying to avoid the typical dungeony-castle environment at all costs xD. We want the cave to be the only typical environment in these games while the rest all have quirky stuff.
6  Community / DevLogs / Re: SCREENSHOTS on: April 20, 2016, 12:32:27 AM
Flaming dragon love  Gentleman

7  Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike on: April 20, 2016, 12:30:35 AM
Update 24

We began implementing some of the already drawn weapons and we started creating some fire for the flamethrower!

Everybody loves a flamethrower!

PS: I soviet gaming the dragon carries you.
8  Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike on: April 12, 2016, 01:59:50 AM
Update 23

Finally we've got a song from the OST ready to listen to! Note that it doesn't mean to be the final version of this tune but we wanted to have something good enough to work as a preview. This tune will give the feel to the garden environment.

Click to listen

And last but least, some eyecandy of what has been done lately:

Yes, weapons that shot skulls. These are chargeable to modify the shot in certain ways.

Generic enemy spawn effect and death explosions to spice up death animations. Everything explodes in Trashomancer!
9  Community / DevLogs / Re: IRKALLA - News!!!! on: April 11, 2016, 01:49:19 PM
Glad to see Irkalla is back! I really loved the concept back in the day and the art and animations were great. Good luck guys!
10  Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike on: April 11, 2016, 05:15:04 AM
@b∀kkusa Thanks! glad to see you've got the point  Smiley

@BeTeslohan Thanks a lot!

@FauxOperative Do you mean the actual cat or the catgun? The cats are more plain mostly because they are projectiles and I thought they would be easier to read, but they are subject to possible change once the weapon has been implemented. Also it's easier to make more different cats this way. If you can elaborate on your opinion it would be greatly appreciated :D.

@Chromanoid Wow! I didn't know of thrash TV but it certainly looks like our concept but made by michael bay XD. I'll definitively check that out. Even the logos look close  Waaagh!. Maybe we could get a cameo!

@hyperduck yet again, thanks!

I hope I can update tomorrow with the first tune from the OST of trashomancer you will hear, stay tuned!
11  Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike on: March 14, 2016, 01:40:16 PM
Update 22

Finally the dynamic background items loader is up and running. Now we can add stuff like this directly on tiled map editor:

fancy breakables!

fancy breakables behind the floor too!

fancy unbreakables!

Also we fixed a bug that affected breakables affected by physics that made them almost imposible to stay on a pixel perfect position (still visible on the gifs), so now they look much better!

Finally here's something I didn't want to show, but I couldn't resist...

Which will be the final weapon design out of those 4 is still undecided
12  Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike on: March 02, 2016, 03:33:27 PM
Update 21

Working on weapon projectiles and explosions. Right now this is what we have (that's flashy enough to show), I smell recolours and slight modifications of that smokey explosions in the near future :D


13  Community / DevLogs / Re: Beyond the Stars - Sci-fi-CCG-MMORPG on: March 01, 2016, 09:00:15 AM
Just played through the tutorial and tested the game a bit. I find it a bit confusing that you can do stuff during the enemy turn but it doesn't tell you about it anywhere. Since the attacks are basically a straight line and you can click stuff during the enemy turn sometimes it feels like you are attacking during the enemy turn so it can be confusing the first time (it was for me at least  Shrug).

The card system has potential although it feels a bit weird that a game with such a stunning game has those weirdly simple beam weapon effects, are those place holder?

Also most of noses seem off in the character selection screen.

I'll be definitively following this game, good work!  Smiley
14  Community / DevLogs / Re: Corsair - A 3D sandbox space game on: March 01, 2016, 08:37:55 AM
I dig the concept of creating your stuff in space XD, good job!

Is this game going to be a sandbox or is there a clear objective/stages? Also how different will the ships behave depending on how you build them?
15  Community / DevLogs / Re: Brian's Hell on: March 01, 2016, 08:28:17 AM
This is looking great! aside from what RobertGameDev has said, maybe the fact that you die from that ledge is not very obvious. Anyway it's a really amazing first look of a game, can't way to see what it becomes.
16  Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike on: February 25, 2016, 01:22:11 PM
@Bones - Thanks! Weapon projectiles are coming next so hopefully you will be able to see some of those ingame soon  Smiley

@io3 creations - Yup, we'd rather think in terms of the whole project and the time we could consume developing it. The concept of trashomancer was really laid out very quickly that's why we did not count that as a heavy percentage of the game dev process.
17  Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike on: February 24, 2016, 12:54:41 PM
Is not at 0%, but it isn't at 10% either.

Right now we have most of the obstacles and decoration of the cavern environment done. The character randomization works (without skills yet), and we have some enemies but only one of them implemented and working on line. Everything we have from the second environment is assets and art only yet. We also standart ranged weapons and standart melee weapons working. The main UI is also to be implemented.

Currently I'm working on enemy assets and I'll begin with new weapon projectiles soon while the programmer is working on a system to add dynamic objects in any layer of the map using Tiled (destructible objects, animated platforms...).

When the object loading system is done and working on line we'll have reach about 10% of the game :D, but considering this kind of game has to have unlockables, achievements and such I believe there's still plenty to be done.
18  Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike on: February 24, 2016, 11:49:33 AM
Update 20

Enemies moving!



guess what happens to the yellow fruit like dude after that  Crazy
19  Community / DevLogs / Re: Top down shooter/Adventure project (Prototype) on: February 11, 2016, 10:48:09 AM
I liked the prototype, specially the way barricades work although is a bit random (maybe make more shots come through if you have more acc?). It seems to me though that the sections were there is little space too move is a bit too punishing and the sections that are wide open are fairly easy, but I believe that will be easier to balance once you have some more enemy types.

If you are aiming for a bullet-hell-ish feel maybe making the hit box of the character a bit smaller (just the feet for example) would also allow more risky plays on those cramed spaces.

The shot delays also make it feel a bit weird with slower weapons but that has already been said.

Good work overall! looking forward for more  Smiley

20  Community / DevLogs / Re: Trashomancer - An online COOP trashy monsters roguelike on: February 10, 2016, 11:38:04 AM
Update 19


Hello guys! We've been working slow but steady lately, and we need some opinions on latest stuff.

First we've got new platforms for the Garden environment (and others that are not shown here)! together with some nasty spikes for you to die!

The sausage mushroom makes you auto-jump

Then we've got some new enemies! along with others for the cavern that we still cannot show since they are not ready. Animating these is what is coming next.


And finally we've got this:


This environment main hazard is poison, so we are trying to decided on a cool looking poison particle effect. The ones we like are number 4 and 8 but the only way we can think of doing this consist on a costly shader using 2 full screen buffers and a generated screen size texture with the dark green parts. What do you guys think about the effects? Does anyone have a better solution for numbers 4/8?

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