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Community / DevLogs / Re: The Wanderer - similar to Zelda II, Simon's Quest, Faxanadu
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on: June 24, 2013, 12:31:27 PM
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Really liking how shamelessly (I don't mean it in a bad way) this borrows from ZII =)
Haha, thanks. I always loved Zelda 2, even though I get the impression that I might be in the minority on that one. I'm hoping I can improve upon some of the things I didn't like about that game. - Not having sub-weapons (boomerang, etc.). - The palaces in Z2 felt a little too same-y to me. Lots of identical hallways where you fight enemies on flat ground. - Going down really long hallways in palaces only to find a locked door right at the end... (I would prefer having the lock at the start of the hallway). - Really bad in-town quests (like finding the mirror, getting the lady some water from a nearby fountain...) - No puzzles in palaces - Having to find that-one-tile on the overworld where you find an area required to progress - No overworld secrets (like bushes you can burn, rocks you can bomb or things to push like in the original Zelda)
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62
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Community / DevLogs / Re: The Wanderer - similar to Zelda II, Simon's Quest, Faxanadu
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on: June 24, 2013, 12:16:58 PM
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The whipping animation looks exactly like the Castlevania one, which already feels pretty quick. If you wanted to speed that up you could probably spend less time on the pose of it behind your back (the antic) so he just goes into the outstretched whip pose sooner.
I'm finding that the Castlevania attack animation feels way more powerful than mine does. I think maybe it's because Simon leans back farther in the behind-the-back pose, and leans farther forward in the final frame? Maybe it's also because he attacks slower, which implies more weight to the weapon. I just noticed your guy has a shield - does it work? I noticed the dude taking damage. It only seems odd to me because he's basically holding the shield up over his face in his default poses, which makes me think that he'd have some sort of shield + heart damage meters or something.
The shield works, but isn't shown in the video. It only blocks certain types of projectiles (currently only daggers). It doesn't block direct contact with enemies, or throwing axes.
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63
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Community / DevLogs / Re: The Wanderer - similar to Zelda II, Simon's Quest, Faxanadu
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on: June 24, 2013, 11:42:44 AM
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I like it a lot! Very Castlevania, and that's never a bad thing!
What language are you making this in?
Thanks! I originally was using a sword as the main weapon, but the range felt too short for my liking. I tried a really long sword, but that looked strange, so I went with a ball+chain like in Castlevania. The combat now feels like an alt-universe Castlevania where you can control yourself in the air, the attack is faster, and you have a shield which blocks projectiles. If anyone has any ideas on how to make the attack animation look more powerful, please let me know. I'm still really new to pixel art and animation.  I'm programming the game in C++, using OpenGL for graphics. Windows, Mac, and Linux are the target platforms.
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65
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Developer / Technical / Re: Algorithms/equations for "blowing in the wind" motion?
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on: July 30, 2012, 02:38:15 PM
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// This might be too basic for your needs; it's ghetto, but does an ok job. void Particle::Update(double dt) { mX += mVelocityX * dt; mY += mVelocityY * dt; mVelocityX += (float)RandomBetween(-1000, +1000) / 1000.0f * WIND_SPEED * dt; mVelocityY += (float)RandomBetween(-1000, +1000) / 1000.0f * WIND_SPEED * dt; mVelocityY += GRAVITY * dt; mVelocityX = Clamped(-MAX_SPEED_X, mVelocityX, +MAX_SPEED_X); mVelocityY = Clamped(-MAX_SPEED_Y, mVelocityY, +MAX_SPEED_Y); }
Edit: Oops, it looks like Charybdis gave pretty much the same solution.
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68
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Community / DevLogs / Re: Wizard Ball - an infinite-scrolling iOS coffee break game
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on: December 16, 2011, 12:04:03 AM
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Those blasting cannons managed to get me every time! Are they aiming at me, or just shooting in a certain direction? Sure felt as though they were aiming for me anyway.
Haha yeah, I know what you mean. But no, they don't aim at all. They simply shoot horizontally once a second. A good way to get past the cannons is to draw an L shaped line to protect you and also allow you to bounce up (or even a circular shield around wizardball, but that is a bit harder to pull off.) You also need some cool music The music is off by default, but there's a button to turn it on in the bottom right. Here is the music currently in the game. It's one continuous track with 5 songs. wb-mix-3.mp3Thanks for the feedback. 
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70
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Community / DevLogs / Re: Wizard Ball - an infinite-scrolling iOS coffee break game
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on: December 15, 2011, 11:11:29 PM
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Why not implement the following:
Start line from the left: Pink Start line from the right: Blue
Yeah, I prototyped that early on, as well as a variant which looks at up/down instead of left/right. Both seemed confusing, but maybe it's just because I got used to being able to draw lines whichever way I liked. I think I'm going to go with just one kind of paint for now.
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71
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Community / DevLogs / Re: Octodad 2 DevLog
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on: December 13, 2011, 09:02:17 PM
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Octodad is the funniest game I've ever played. And the funny emerges from your game system, which I think is just awesome. I'm looking forward to this.
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73
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Developer / Playtesting / Re: Bort
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on: December 12, 2011, 04:41:42 PM
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Very cool. I look forward to seeing how your wall grabbing animation system progresses. The video showing the tech is interesting. 
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75
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Community / DevLogs / Re: Wizard Ball
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on: December 08, 2011, 04:10:26 PM
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Nevermind the scary windows package (it's going to iphone/etc anyway, right?)...
I'm just curious, what do you mean by this?
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76
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Community / DevLogs / Re: Wizard Ball
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on: December 07, 2011, 11:52:22 PM
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The reason the ball is pink/blue is that I had planned pink lines for jump and blue lines for roll. I guess I could revisit this idea and play around with various control schemes a bit more.
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77
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Community / DevLogs / Re: Wizard Ball
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on: December 07, 2011, 03:57:34 PM
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Udderdude: Given that most people find the game too hard already, I think complicating the control scheme for the reason of adding depth might be a mistake. My personal design philosophy is to cut out absolutely everything you possibly can without ruining the core of the game. That's not to say that I don't appreciate the feedback; I do!
* I updated the original post with some videos as well as additional information.
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80
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Developer / Playtesting / Re: Goblin
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on: December 06, 2011, 03:13:34 PM
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Very cool, but please fix the clock. Yes, I figured out how it works, but honesty, it's going to make very many people quit before they see most of the cool stuff you've made! And the laugh rules. 
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