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161  Community / DevLogs / Re: SpiritSphere (working title) on: September 30, 2015, 08:56:05 AM
I finished up the art for the character select last night. It took way longer than I expected but I'm happy with it.



The background will be scrolling diagonally,  reminiscent of arcade game screens.
162  Community / DevLogs / Re: SpiritSphere (working title) on: September 28, 2015, 05:57:57 PM
Following because this looks cool as hell Beer!
Awesome, thanks!

Somehow every sword I draw ends up looking like the master sword. Damn  brains.  Droop

This was totally not what I was going for, but I kind of like the right one. It's out of style with the rest of the game though Sad



I might try something more abstract and otherwise I'll pick one of these for now.

So I made another one. This one is probably more suitable as a logo. I'm pretty satisfied with it.


Right one is a bit more extreme on the lighting

Oh, and does a better name than "Spirit Sphere" pop up in your mind? Because my mind is blank  Shrug
163  Community / DevLogs / Re: SpiritSphere (working title) on: September 28, 2015, 04:03:48 PM
Somehow every sword I draw ends up looking like the master sword. Damn  brains.  Droop

This was totally not what I was going for, but I kind of like the right one. It's out of style with the rest of the game though Sad



I might try something more abstract and otherwise I'll pick one of these for now.
164  Community / DevLogs / Re: SpiritSphere (working title) on: September 27, 2015, 08:50:42 PM
I don't think its too distracting, but maybe tone down the jump height and speed a little--right now it seems like they might explode.
Yeah you're right, I might have to tweak it a bit.

I wanted to add some kind of confetti effect when a goal has been made. but I'm challenging myself not to break the setting. So now sparkles come out of the ball whenever a goal is made.
I also made a dialogue box which you can see briefly when a goal has been made.



Almost all the polish for a basic playable version is in now, so I'm moving on to some UI stuff.
I've tried making a logo. but my art skills just cannot handle anything bigger than 32x32  Cry

It's still wip, but I feel like many things about the trail and the perspective of the sword are incorrect.


165  Developer / Art / Re: GIFs of games being worked on on: September 24, 2015, 06:10:07 PM

You sure nailed that cozy pub feeling, awesome  Beer!

Crosspost from my devlog;
166  Community / DevLogs / Re: SpiritSphere (working title) on: September 24, 2015, 06:00:58 PM
Wow that reminds me of Cave Noire on gameboy.  Hand Thumbs Up Left
Had never heard of the game looks pretty cool.

I decided that the black bars at the side of the screen were just to plain ugly.
Now I'm using the space to show an audience.


The audience reacts to the game, I have to see if it isn't too distracting though. I purposely didn't give them any animations, to convey that gameboy feel. What do you guys think about that, does it add charm or is it just too primitive?


Did some other polish, some graphical effects, and players and the ball move towards the starting point after a goal.
I will continue to work on polish, I want to remove the score-ui with something in-game.

I will also need to make a main menu and character select before I release a playable thing. I want to get all those last-minute rush things out of the way early this project  Shrug
167  Community / DevLogs / Re: SWITCH 'N' SHOOT - a one-button shmup! on: September 23, 2015, 02:29:26 PM
It's pretty fun, the concept is really good. I have 2 points of feedback;
- I'm constantly looking at the top of the screen where the enemies spawn, and sometimes I lose track where the ship is horizontally. Some kind of subtle visual at the top of middle of the screen to aid where the ship is might be nice.
- I'm missing visual feedback that my ship has changed direction. Perhaps you could make something like a side thruster spark on the side of the ship whenever you shoot?
168  Community / DevLogs / Re: Trashomancer - A trashy monsters roguelike on: September 23, 2015, 02:25:23 PM
This looks amazing, looking forward to seeing some more.
169  Community / DevLogs / Re: SpiritSphere (working title) on: September 22, 2015, 10:33:06 AM
Ever thought about adding bullets that would effect the ball like a sword swing? This would allow for more unique player characters, on top of the Zelda-like effect of swinging a charged shot and having a projectile come out.
Yes I have, but it would be pretty unbalanced. A big gameplay factor right now is wether you want to move to the center of the map to increase your offense, sacrificing your defense because it will be harder to block incoming shots.
Having a character with projectiles would remove the risk.
I could balance it out by decreasing that character's other abilities though.

-snip-
So what would be the difference between the players? Would they have a wider/narrower swing radius or higher strength in hitting the ball? It looks really exciting so far, looking forward to more!
I'm still thinking about keeping it 100% skill based by keeping all the characters the same, or if I differentiate on their stats like you mention.

I want to solidify the foundation of the gameplay before I experiment. It's probably wise to make some different level setups too, so I can keep that into account when I play with character stats and abillities  Beer!
Ot
170  Community / DevLogs / Re: SpiritSphere (working title) on: September 20, 2015, 07:32:41 PM
Nice Zelda!
I don't know if that is a compliment or if you calling it a rip-off  Tears of Joy

I've tried working on some more playable characters. I have this warlock that I'm pretty satisfied with.


I'm trying to differentiate on the movement. So far I have the girl who walks on 2 legs, the dog walks on 4, and this guy flies.

I also tried a boss-type character. I kind of wanted a flying guy with a cape, but I can't quite pull it off. I have no clue what to do with the head mostly.



Using 3 colors is prety damn hard. Especially when the outline is already removing one of the colors  Shrug
I cheated on mermaid in my previous post, she has 4 colors, but I think I want to change her to 3 colors to keep the gameboy feel real.
171  Community / DevLogs / Re: SpiritSphere (working title) on: September 19, 2015, 03:37:06 PM
I made some art for spirits in the game. Somehow I always end up making too many females, so I'm not sure if I should go with the lizard or the girl. I'm pretty satisfied with the fire girl so she's hard to give up  Tongue



[edit]
I just did both, I feel like all the humanoids are a bit better.
172  Community / DevLogs / Re: SpiritSphere (working title) on: September 18, 2015, 09:21:19 PM
As everyone's said, this is looking great. Are you planning to have the whole game be the sort of pong/zelda mashup, or is that just your current focus?
It will just be the pong esque gameplay. I'm thinking about some challenges for a singleplayer mode, but the ball will always be present in some form.

I'm not sure how busy I will be, but I want to get something playable out in about a week so I can get some feedback from you guys  Beer!
173  Community / DevLogs / Re: SpiritSphere (working title) on: September 18, 2015, 02:22:26 PM
mhmm yup, very cool.

The gameboy zeldas are some of my favorite things ever so all of this goin on here has me like  Kiss
That's exactly what I've been playing lately haha.

Thanks guys!
174  Community / DevLogs / Re: SpiritSphere (working title) on: September 17, 2015, 07:40:36 PM
I worked a bit on a new move.



It's a charged move; you hold down the button to charge, and release to execute the move. When this move hits you have some control of the ball's knockback direction. Based on the duration of your charge you can curve the ball for a short time after the hit.

You cannot move while you are charging, so you have to predict the trajectory of the ball pretty precisely. It's a high risk - high reward kind of move. I think I might want to enable very slight movement on the player, as the risk of the ball going past you right now is pretty big.

Other than that, I've tweaked the ball's physics a bit. I'm pretty satisfied with the behaviour when you hit it, but I have to playtest to see which maximum speed would be best.
I'm not quite sure how the ball should react if the player simply bumps into it, or when a player is hit by the ball.

It's a real epic battle to manipulate unity's closed up collision response  Tongue
175  Community / DevLogs / Re: SpiritSphere (working title) on: September 16, 2015, 11:04:31 AM
So here's what I have so far.



Movement and attacking is pretty much straight from the GBJam assets. But I added a dash, in the case of this character it is a roll. The other characters might have different dashing behaviors, I'm not sure if I want to differentiate the characters or keep it 100% skills based yet.

There's also some basic AI, mostly for playtesting purposes right now.
I also added a palette swap shader when selecting duplicate characters, so I don't have to recolour the entire spritehseet myself.

Somehow I feel like a vertical stage is better for the game, it feels like I predict where to align myself with the ball better. But this means I will have huge  black bars at the sides of the game window. I'm thinking of filling those up with all the UI stuff, score, special meter, stuff like that.

I will showcase some of my editor stuff later  Gentleman
176  Community / DevLogs / SpiritSphere [Release] on: September 16, 2015, 10:49:35 AM
out now : http://store.steampowered.com/app/458170


It is time, for another devlog  Cool

My GBJam entry Dungeon of Trials had a pretty good response.



The pong-esque room was the most fun to work on, so I wanted to do something more with that.
I recently went to an arcade and played some air-hockey, somehow that stuck with me. So I want to go towards that direction.

I will be recycling and polishing up some of the assets from the GBJam, since I was pretty satisfied with them. This time I will go with an NES colour palette instead of the gameboy palette. I'm trying to stick to the limitations pretty close (3 colours per sprite/tile) but I might make some exceptions when deemed necessary.

Here's the mockups I have now.


This will be the forrest level, the grass will contain stuff like items, coins or mana when you break em. Some monsters might pop up too.


Not sure what I want to do in the dungeon level yet, but I wanted to re-do the tiles from the GBJam and play around with some color schemes. Looks like I didn't finish the corners, forgive me.

And I started on the recolor of the GBJam character and started on a second character.



177  Community / Creative / Re: Help me with an awesome company name on: August 23, 2015, 08:24:42 PM
Yeah TBH Eendhoorn sounds really funny when you pronounce it out loud and I didn't realize that. Make sure that the name is pronounced in every one of your trailers, it'll help a lot IMO
Oh that sounds līke a good idea. Ill have to find someone who can imitate a duck  Durr...?
Thanks for the feedbak guys!
178  Community / Creative / Re: Help me with an awesome company name on: August 23, 2015, 03:36:44 PM
another ideas if you want to stick with "Super": "Insert Super", "Start Super","Become Super"

btw. I enjoyed Dungeons of Trials for what it is. I had the same idea in mind for an upcoming game, only with deeper gameplay.
Oh thanks Smiley Be sure to let me know when you start a devlog, I'm curious about your take on the idea!
I think I'm gonna go with the Eendhoorn one and hope the weirdness will make it stick. Seems to work for Vlambeer and some other dutch companies :p
179  Community / Creative / Re: Help me with an awesome company name on: August 22, 2015, 04:02:11 PM
Kind of weird I guess? The extra vowels seem kind of unnecessary, but it does sound unique and memorable so maybe it can work
They're not extra, it's a dutch word haha. But that answers my question about how it sounds, so thanks :p
180  Developer / Art / Re: show us some of your pixel work on: August 22, 2015, 03:15:43 PM
Attempt nr 2  Shrug



I have no clue how the word looks like, or sounds (in your inner voice) when an English native speaker reads it.
Any feedback?

(For those who are curious; Eenhoorn = Unicorn Eend = Duck )
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