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141
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Community / DevLogs / Re: Leilani's Island
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on: March 03, 2016, 05:15:08 AM
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Enemy Collisions / Types [ Looks perfect as always. Every footage looks so damm smooth.. How do u capture these footages??
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142
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Developer / Art / Re: show us some of your pixel work
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on: March 02, 2016, 12:57:34 PM
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Im so annoyed with these tiles.. It looks TOO flat and maybe too bright?  I think they look fantastic. Are you planning on combining them with a background? Might be worth adding that, and more tiles generally, before any more edits. Yes there is going to be a lots of different tiles and angles... Im planning to do two different background and also Waterfalls and Fireflys flying over those purple plants.. Im just busy with other work.. Im going to back working on this when I have more time..
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146
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Developer / Art / Re: show us some of your pixel work
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on: February 16, 2016, 08:19:16 PM
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Yes, but in that screenshot there the surrounding tiles are straight. The image you made doesn't have any clear line anywhere. In Super Metroid deviation from the hitbox was used for aesthetic and not inherent to the tile.
You are right but My point was that Im going to use both Straight line tiles and tiles with different shape but all of them have the same the Straight hitbox. This was just mockup afterall and only has 3 tile variation.. 
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147
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Developer / Art / Re: show us some of your pixel work
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on: February 16, 2016, 06:37:24 PM
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What bothers me about your art-style a bit beetleking (or these tiles anyway) is that it isn't completely clear how the hitbox behaves. They don't have a uniform tile-like height in the way Super Metroid would. Art is really good by the way!
Thank u! Its very hard to know if u just look the picture but Im trying to make Metroid zero mission like hit box.. where you character feet goes through some non straights tiles pattern... The hit box is still straights.... here for example.. Did I understand you right? 
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148
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Developer / Art / Re: show us some of your pixel work
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on: February 16, 2016, 06:00:40 PM
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Improved the Swamp graphic.. Tried to match 16-bit style..  as usual, Beetleking's pixel art makes me swoon~ Ty bro! Tried upgrade little bit of cluster.  Fish animation practise. 
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151
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Developer / Art / Re: show us some of your pixel work
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on: February 01, 2016, 01:12:05 PM
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Looks awesome!Your pixel art is evolved quite fast! If u keep at same spake you are going to get even better.. Anatomy and style is better than years ago! I post them again when Im done with them 100% 
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152
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Developer / Art / Re: show us some of your pixel work
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on: February 01, 2016, 12:20:13 PM
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I'm really liking the changes you're making, beetleking
Ty! Some of them need little bit fixing.... For example robot looks flat and weird imo.. needs more work.. Same with the flying guy.. The texture looks pillowed...
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153
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Developer / Design / Re: Stuck in metroid&Vania like games bad level design?
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on: January 23, 2016, 10:12:22 PM
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This all reminds me of how little I enjoyed Maridia in general. I found alot of it's design obtuse and structured to make you really waste time. As a kid, I easily figured out that the tube needed to be bombed. After I got the super bombs, it was the first place I went back to.
I think though, the Sunken Ship was the best way to get in to Maridia proper. I remember it being real easy to get past that gate. I think it was just a super bomb gate or something like that.
The quick sand section was the most frustrating thing that this game did offer. Also the boss path was hidden in Pink block room which made people even more confusing...
Oh damn you are right. I really really really could have sworn the glass tube was just a shortcut... ugh. My apologies.
No prob 
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154
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Developer / Design / Re: Stuck in metroid&Vania like games bad level design?
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on: January 22, 2016, 09:08:32 PM
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I find this claim strange. Your first proper venture into maridia is past the ghost ship area, not the crystal tube area, which is just an optional bit. You also have to remeber that back in the era, the games showed small bit of the game if you left it idle during the title screen, and one of the scenes spoiled that bit. Without the gravity suit, its a venture in frustration however.
The Ghost ship path does not send you in hearth of maridia because the green door block the path. There are broken tube near the Green door thing and it supposed to indicate that you can destroy the tube in the red soil.. As someone who has played the game recently, I can totally asure you you are mistaken. Case in point: http://www.metroid-base.com/Fire/Websites/MB3alt/Kartei/Bilder/m3map3.jpgLook at the uper right area Yes you can explore the maridia little bit but you cannot go further..The doors are locked if u try to go from Ghost ship route.... The only way to Draygon is Red soil Tube.. 
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155
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Developer / Design / Re: Stuck in metroid&Vania like games bad level design?
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on: January 21, 2016, 06:22:34 PM
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I find this claim strange. Your first proper venture into maridia is past the ghost ship area, not the crystal tube area, which is just an optional bit. You also have to remeber that back in the era, the games showed small bit of the game if you left it idle during the title screen, and one of the scenes spoiled that bit. Without the gravity suit, its a venture in frustration however.
The Ghost ship path does not send you in hearth of maridia because the green door block the path. There are broken tube near the Green door thing and it supposed to indicate that you can destroy the tube in the red soil..
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157
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Developer / Design / Re: Stuck in metroid&Vania like games bad level design?
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on: January 08, 2016, 12:51:59 PM
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i think it's ok as long as it isn't intentionally made to make the game feel longer. If it makes the player feel like he is lost in the world in a mystically way it's a win. And it think it's one of the shining points of Axiom Verge.
Don't try to please casual players, if stuck they will eventually look into guides and walkthroughs. Make it challenging for Metroidvania lovers.
I see thank u for good explanation. I personally prefer to stuck in games like how u described as "mystically way" I was very exited when accidentally destroyed the Tube in maridia after half months of trying to find maridia . I was screaming of joy.. and somehow it made me love Super metroid even more as kid.. I dont want to create tons of stuck moments.. Just 1-2 so that people do not explode of frustrations in every maps... This might be good balance for both Casual and Metroid fans.
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158
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Developer / Design / Stuck in metroid&Vania like games bad level design?
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on: January 08, 2016, 12:04:30 PM
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Im working on 2D Action adventure game and It has similar metroid map structure. I was planning to create areas where you stuck without obvious hint....Like in Super metroid when you need to destroy the Tube in near maridia entrance with power bomb. The game does not tell u any hint how to entrance in Maridia near the tube.. Is this bad level design? Should I avoid design like these in my game? A lot of people might be frustrating and just keep not playing the game anymore because stuck.. When I was kid it took me Half year to entrance in maridia.. There are also people who like these things.. So it very hard to please everybody..
I heard lot of negative from people about Axiom verge because they keep stuck a lot in that game..
Sorry my bad english..
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159
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Player / Games / Re: Undertale
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on: January 08, 2016, 11:40:22 AM
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Do you guys have an idea why the kickstarter was such a huge success? I mean on first sight undertale looks like crappy 8bit furry fanfiction. And I wouldn't bother to give a kickstarter like that a second look. I really wonder how it was such a success, giving it was funded mid 2014 when there was uproar about kickstarter scams and cheap hobbyist projects all over the place.
I only really played it because it gained so much popularity. After playing it, I get why undertale has this fanbase; I enjoyed playing it, too. And I really grew to like the artstyle after giving the game a few minutes. But I really wonder how a game like undertale was able to grab the attention of people before it got huge.
I think the kickstarter project was success because of Homestuck fanbase. Toby Fox has been working on Homestuck by creating music and something else. If u read the backer comment you see a lot of homestuck comments there... Also I heard Toby fox created this game in house of Homestuck creator... The homestuck fanbase are huge and crazy.. That what I have heard about from people...
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