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141
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Community / DevLogs / Re: SpiritSphere
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on: January 05, 2016, 07:50:20 PM
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Nice progress I like how you're integrating familiar mechanics into a new game  Thanks  Leftover animations always look cool when using palette swappping.  Looks to cool to leave out of game as a palette option, but only as 10 dollar DLC 
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142
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Community / DevLogs / Re: SpiritSphere
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on: January 03, 2016, 08:46:10 PM
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Thinking of giving the warlock a ranged attack.  Nice vertical range, but little horizontal range as compensation. It would become an amazing move to block shots on goal when turned sideways though. Not quite sure if I want that though, since I'm still thinking about permanent strafing. The warlock will also get a teleport instead of a roll to mix things up.
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145
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Community / DevLogs / Re: SpiritSphere ( Pre-alpha build )
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on: December 14, 2015, 08:56:20 PM
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I feel like my dayjob's project is coming to a close soon. After that I will focus 100% on my own company. I dragged Spritsphere to a local gamedev event and I had great time. People had fun playing it and they had some great feedback. Met some guys from tigsource there as well! Been fooling around with the second character for a bit;  He's a bit more agile than the girl; faster movement speed and you can hold the dash button to keep sliding. He can even move while he's attacking. He totally lacks in power and has a smaller hit radius though. Not sure what kind of special to give him yet, I want to keep him low on power so it has to be something other than a strong hit.
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146
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Developer / Technical / Re: The grumpy old programmer room
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on: November 16, 2015, 09:28:54 AM
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First time publishing a game to the android play store. It worked fine on multiple devices. However, whenever I play the version downloaded from the store it crashes. I unpublished the game and want to test a new version to check if it I was able to fix it. But of course, using a private beta is not possible if you had already published the game prior, so I am forced to have a broken version sitting on the store until I manage to fix.  Not to mention that rolling out a new version will take about 12 hours to process. (in case anyone is familiar with this problemn, this is my error;) E/Unity (31611): Error: Cannot create FMOD::Sound instance for resource sharedassets0.resource, (File not found. )
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147
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Community / DevLogs / Re: Eastward
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on: November 11, 2015, 09:20:23 PM
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This is amazing, it has so much personality. Looking forward to more updates 
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148
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Developer / Art / Re: GIFs of games being worked on
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on: November 10, 2015, 06:52:39 PM
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Can't be mad if it works. He's nearly doubled the original goal.
Indeed. Good job,the gif is very charming too. Here's my thing for procjam I've been working on the last 2 days. 
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150
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Community / DevLogs / Re: SpiritSphere ( Pre-alpha build )
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on: October 25, 2015, 09:50:11 PM
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Thanks for the overwhelming response on that playable build everyone  I've been super busy with my dayjob, but I took most of the day off today because it was driving me crazy. I had already added the bushes some time ago, they can be hit once and dissapear for 30seconds after that, I think the game was a bit too hard with the wide goals.  I have also added some grass that slows the ball down a tiny bit, and it can be cut down and possible drop coins. So you get the choose if you want a bit more defense for your goal, or go for that phat loot. I learned about lootables, it was fun learning those. The coins can be used to purchase usable items at the shopkeeper at the side of the arena. In the case of the gif I bought a bow, which does not do much yet atm  The shopkeeper has a list of possible items he can sell, as you buy the cheaper items, more expensive powerful items will become available in turn. I made no visual of which item get's bought on purpose, so if your opponent doesn't pay attention to the shop, he does not know which item you just bought and you can him surprise him. I'm not sure if I want to have the shopkeeper there at all times, or if he comes and goes. What do you guys think?
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151
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Community / DevLogs / Re: moonman
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on: October 25, 2015, 07:29:09 PM
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I like Moonman, I think the only issue is that it sounds like a game about a human in space out of context. But when your character is displayed next to the name it gives it this alien-y feeling, and makes me wonder what that green fellow really is.
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152
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Developer / Technical / Re: Unity vs Monogame
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on: October 24, 2015, 11:44:01 AM
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Unity takes all the awesome stuff of C# and completely rapes it. If you are still learning, go with monogame. If you are already skilled and want to get something out fast, go with unity.
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153
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Player / General / Re: All Purpose Animu Discussion
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on: October 23, 2015, 02:33:18 PM
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Watching steins gate on the recommendation from a coworker.
Pretty weird so far. The guys laugh is nuts hahahah
I watched it for the first time not too long ago, it will only get better.
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158
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Community / DevLogs / Re: SpiritSphere (working title)
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on: October 10, 2015, 05:48:51 PM
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Looks really good and playable so far. The spin sword animation looks cool and the slight screen bump when they hit is really nice.
Thanks Ashton! The spin animation is actually completely recycled, I just grabbed a bunch of slash animation frames from each direction  I haven't been able to work a whole lot on this. I have finished all the UI stuff, although I will probably rewrite the tech for the character select, as it became a horrible mess.
I wanted to get a build out so I can get some feedback on the core mechanics. https://www.dropbox.com/s/qo24mvbym0dzu7r/SpiritSphere_Pre-Alpha.zip?dl=0It's a super early build though, the gameplay has not been worked on after the first week of development. The training room is the best place to get a feel for everything. I'd like to know how everything feels; Are things to fast or too slow, does the dash work as you think it should? You will need a controller to play though. I've also tested 2 player mode with controllers and that should be fine too.
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159
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Community / DevLogs / Re: Bear Hero (Platformer Roguelike-like) [DEMO]
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on: October 08, 2015, 04:23:35 PM
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I think this is really promising. The game just starts off too difficult. I was convinced something was broken because my attack speed was soooooo slow. But after I got a different class I realized that this just how the game is. some of the traps arrow shooting traps also seemed like something for experts while it was at the very first stage. I wanted to play more but I just could not handle the slow attack speed 
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160
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Community / DevLogs / Re: SpiritSphere (working title)
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on: October 03, 2015, 05:28:13 PM
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I couldn't figure out anything cool for the main menu so I just went with something simple. I want to change the scrolling background texture, but I'll put something cool in there once I have more in-game assets   Unity sucks at downscaling text, but I didn't want to give you guys a big ass gif :p After this I will implement the character select and game result screen. Then I should be done with all the boring UI stuff for a while.
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