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41  Jobs / Offering Paid Work / [CLOSED][Paid] Looking for chiptune composer for Copy Girl on: September 25, 2015, 08:30:26 PM
CLOSED

We're looking for a chiptune composer for Copy Girl, read the details here: https://www.reddit.com/r/gameDevClassifieds/comments/3mfazs/paid_looking_for_chiptune_composer_for_copy_girl/
42  Community / DevLogs / Re: Copy Girl - Megaman inspired platformer on: September 25, 2015, 08:28:55 PM
We're currently looking for a composer: https://www.reddit.com/r/gameDevClassifieds/comments/3mfazs/paid_looking_for_chiptune_composer_for_copy_girl/
43  Community / DevLogs / Re: Copy Girl - Megaman inspired platformer on: September 18, 2015, 05:12:32 PM
Weapon Design Overview - Ink Bubble

This is the first post on a series where we talk about how we designed each weapon in the game. There are 8 secondary weapons in Copy Girl and they must all be useful! It’s not exactly easy designing something like that.

First of all, we have a small list of rules that every weapon must follow:

  • Must fill a role that no other weapon does
  • Must have a unique purpose
  • Must not fall under the “dominant strategy” category
  • The boss you get this weapon from will use it against you

Your main weapon is very good, it fires quickly and it has a wide hitbox, but it only travels a short distance in a straight line. The first few levels are being designed in a way that this weapon is an all-purpose destruction tool.

But it isn’t enough, specially against bosses, who’ll not stand right in front of you as often as most simple enemies do.

Today we’re gonna talk about the Ink Bubble weapon. It’s (for all intents and purposes) a physical weapon, so it’s affected by gravity and it’s stopped by solid objects. It has a long range but travels at an arc. It can also bounce on solids two times before disappearing.



Let’s check it against our rules from before:

- Must fill a role that no other weapon does

> It travels at an arc so it can hit stuff over obstacles at a long distance

- Must have a unique purpose

> It bounces, so it interacts with the scenery in a way no other weapon does

- Must not fall under the “dominant strategy” category

> It requires some aiming, otherwise you might just shoot into a wall or right over or under your target. It’s limited by the physical world around you

- The boss you get this weapon from will use it against you

> A bouncing weapon requires the player to be mindful of the trajectory when dodging it

But creating a weapon is just half the work that goes into designing them. We have to create enemies and situations that allow (or require) the player to use a weapon strategically against them



Here’s the Orbistar. It only wakes up once you get near, and then it’ll constantly fly in your direction. This might be a problem as avoiding them require good control of Copy

The Ink Bubble is perfect for the job:



Jumping down into an enemy will put you in danger! Luckily you have the right tool for the job:



Approaching this enemy is dangerous, if only you could attack it over this obstacle:



This was the first weapon we designed for the game, and it paved the way in creating the next ones. In future posts I’ll also be mentioning weapons that had big flaws or that were changed in order to fit a certain design rule
44  Community / DevLogs / Re: Copy Girl - Megaman inspired platformer on: September 12, 2015, 11:25:14 PM
Remade the indoors sections of the first level:




A gif of the before and after:

45  Developer / Technical / Re: Beautiful fails. on: September 11, 2015, 06:48:53 PM
That moment when you forget you turned off your background layer

46  Community / DevLogs / Re: Leilani's Island on: September 11, 2015, 12:39:44 AM
Starting to get a serious Wario Land vibe from this ^^ Always looking forward to your devlogs
47  Community / DevLogs / Re: Copy Girl - Megaman inspired platformer on: September 06, 2015, 04:25:09 PM
I like how it looks too, but it doesn't really read as "waves" to me - it looks more like a jet of water as opposed to sound waves (like >)| ). That's OK, though. Nice concept - keep going on it!
In the doc they're called Sound Ribbons, which is why they look like this. They aren't meant to look like anything concrete really
48  Community / DevLogs / Re: Copy Girl - Megaman inspired platformer on: September 04, 2015, 05:59:43 PM
Ride sound waves to reach new heights

A pink wave will blow you away, while a blue one will suck you in

49  Community / Creative / Re: Can you guys help me name my game? on: September 04, 2015, 05:14:04 PM
Maybe it's too early to pick a name
50  Developer / Art / Re: show us some of your pixel work on: August 30, 2015, 03:48:46 PM

Do you want some bombs?
51  Developer / Art / Re: The Art of Level Design on: August 30, 2015, 02:09:03 PM
@Moth, @7Soul, which softwares are those you're using?
That's just Construct 2. I make each screen of a level in Tiled and import to Construct's tilemap object, then I put all objects and triggers on top of that
52  Developer / Art / Re: The Art of Level Design on: August 27, 2015, 09:09:53 PM
I call this piece "Ugly Pajamas"

53  Developer / Workshop / Re: Critique my aesthetic. on: August 26, 2015, 02:50:26 PM
Looks pretty boring. Brown dirt, green grass, gray rocks and blue skies... Check out some concept art sites, it helps a lot

What really caught my eye is how it looks like that tree was made in 5 seconds. I love this little tree building mini-guide, it might be useful to you too.

Your blue guy looked more interesting than generic soldier, mainly because it adds some contrast to the image (there's already a lot of green and brown, so I don't want a character that is also green and brown)
54  Community / Creative / Re: Looking for help/critique on this pixel art. on: August 23, 2015, 12:01:03 AM
I think your biggest problem here is that your boss doesn't have a defined shape. It's a blob with arms and legs, and by looking at the sprite or the big image you made, I can only see all the limbs share the same plane and are all the same thickness as his body.

I made a quick edit to illustrate some points:



- Each limb is either in the front or the back. This is done via lighting and by making them overlap, creating depth
- The face is more centered, so we have an easier time seeing all facial features as part of a whole. Lighting in the eyes and cheeks add some personality
- Used lighting to represent shapes better. Imagine each part of him as a single shape and how the light would hit it from an angle. The lighting on the arms help create a cylindrical shape. The little glow in the legs represents how the knee would be hit by the light. Each spike is illuminated on its own, same with the spherical hands

Now that you have a defined shape, once you make a bigger version you should be able to increase the details, such as: shading the tongue, shading each of the spikes in his head, adding color to the iris, adding folds to the gloves, etc, all according to your art style of course

Put some time into fully realizing the character. You made a small sprite and then just upscaled it, where in real life whenever we look at something closer we see more detail

Hopefully this helps ^^
55  Community / Competitions / Re: Ludum Dare 33 (Aug 21st - 24th) on: August 20, 2015, 06:15:53 PM
Only half of the final round themes had positive ratings Undecided
I see people often downvote everything other than the one theme they want. So the rate of negative votes is much higher
56  Developer / Art / Re: Drawing repeating textures? on: August 20, 2015, 06:13:53 PM
In Photoshop go to Filters > Other > Offset. Then he's just pressing Ctrl+F to repeat the filter
57  Player / Games / Re: What are you playing? on: August 20, 2015, 06:06:52 PM
It is done

58  Developer / Art / Re: show us some of your pixel work on: August 19, 2015, 02:25:42 PM
► Music-themed enemies for Copy Girl
59  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: August 19, 2015, 02:21:04 PM
► Some scenery mockups for a new stage in Copy Girl

60  Community / DevLogs / Re: Copy Girl - Megaman inspired platformer on: August 14, 2015, 07:22:18 PM
i think it's ok as it looks like a xylophone.
Damn you're right! I actually made this some time ago... and I was wondering why I added that little white dot on each key. Now I remember! I was totally going for a xylophone instead of a piano u.u
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