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Community / DevLogs / Re: Last Fighter D
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on: December 19, 2010, 02:21:32 PM
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Yes. Testers said the same thing, which is why the HUD was recolored. And then stage 2. Well. Yeah, fear no more. Now it looks more like this: 
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45
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Community / DevLogs / Re: Last Fighter D
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on: December 19, 2010, 02:09:07 PM
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So yea, procastrination aside, time was spent to change stuff. The game will now have a multitude of different weapons that players will be able to use, some of course will stay locked first. The second stage has been redrawn to better convey its mood and fit the music, speaking of which, Oskar has done very well making some awesome tunes for the game^^. All that remains is to finish the boss and organize things. Then. Its demo. For now, here's a random sprite: 
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Community / DevLogs / Re: Last Fighter D
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on: October 03, 2010, 08:18:57 AM
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I have good news for you :D Stage 2 is in progress. I have bad news for you. Demo may wait till Stage 2 is done :V. Oh well, in meantime the fine folks here try to come up with more stuff to bloat the production time as close to infinity as possible :D. Right now the checklist is: Make more ways enemies can kill you  Make Stage 2  Add a tutorial. And wait for music.
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47
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Community / DevLogs / Re: Last Fighter D
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on: September 25, 2010, 11:53:10 AM
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Good news, we found a componist ready to offer us his/her musical talents. The componist in question is Oskar.
With this the demo isn't that far away, once Pure gets some time.
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49
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Community / DevLogs / Re: Last Fighter D
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on: September 24, 2010, 03:34:01 PM
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Looks a little generic, but it might be pretty fun. My only fret with the graphics is that you mix the pixel sizes, which can look a little ugly.
Actually, I don't^^, in fact, I go to great lenghts to ensure that they all have same size. However, when sprites get rotated, pixels get twisted all around to fill the shape, so I don't have influence over that. As for genericness, hey, it's stage 1. Space. No gimmick or special obstacle, is very well the introductory level to get the player used to the side options and controls.
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50
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Community / DevLogs / Last Fighter D [Demo 1.1 released]
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on: September 24, 2010, 03:06:02 PM
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Current Demo Build 1.1: http://www.mediafire.com/download.php?v6u5lynnnrcl2a5[Last Update] Any feedback and bug reports are, as always, encouraged :DAnd here's the assembled look for Stage 3a.  Well, except that larger distracting pillar is going to take a trip to the background. The pink wall segments on either side can slide forth in various formations, it remains to be seen how we utilize that. [Last Update End] Year 20XX Earth is invaded by the dark enemy hordes In desperation all the worlds scientific power congregates to create the ultimate fighter The last hope of EarthSo yeah, me and PureQuestion collect our powers and liking of the shmup genre to create a fun spaceship adventure. The project is still young but now we have tons of crazy ideas for later to realize. Pure programs the game in Game Maker. I draw the graphics.
Only thing we are missing atm is a capable componist :/ For now, enjoy some screenshots :D   
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51
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: July 05, 2010, 03:56:34 PM
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Why, hello everybody. I am (obviously) AlexMdle, aka. AlexM, Alex Middle or if you prefer the IRL version, Alex Lorenz. Born in Russia, but currently living in Germany, 18 years old.  I joined TIGsource after I started colaborating with PureQuestion and am currently working on what I hope will become a solid platformer. I never really found any specific fervor in me, or a talent with programming. I am fairly new to spriting, despite being interested in it for a long time and hope to learn how to compone music one of these days. My inspiration for games stems from the 90s, especially Sega Megadrive. Sure, I had NES when I was small, but sadly I never got to play any great games on it, mostly only "X games in 1" arcade port packs. Then I got Sega and it taught me what epic truly means. I don't really have any specific taste in games, I play RPGs, shooters, platformers, roguelikes, RTS and somehow harbor warm feelings with the traditional 2D style. So, yeah.
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54
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Player / Games / Re: Hero: Core
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on: June 13, 2010, 08:19:05 AM
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Beaten Normal hard and Annihilation.
Boss Rush still dominates me... need to find a more reliable way to beat Star Splitter without the "low ceiling" cover from Hard.
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55
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Developer / Technical / Re: Trying to design an item system in Game maker.
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on: June 07, 2010, 11:58:58 AM
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Well, to specify, think Diablo 2 item generation. Weapons may have suffixes and prefixes and in general have their stats slightly randomized, so even if you find another "Long Sword" it may well differ from the one you picked before.
Required is some way to track those stats for each piece of armor and weapon and probably some kind of array to store ID of each weapon in, which then contains the attributes.
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