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161  Community / DevLogs / Re: Jack Move. A cyberpunk JRPG on: February 17, 2015, 06:36:32 AM
Sooo, not updated this in a while!!

The game has undergone a pretty big change in look, a whole rewrite and there is almost a game there now!!

Here's a few screenshots:

Some fancy automatic doors:


A few enemy designs:


Player run cycle:


Mid attack in battle:


Some cutscene + battle starting:


I should probably update that first post :D
162  Community / DevLogs / Re: Bubble Tennis: Infatuation on: July 18, 2014, 02:37:32 AM
Also, here's the title music if you like that sort of thing!
163  Community / DevLogs / Re: Bubble Tennis: Infatuation on: July 18, 2014, 12:43:44 AM
Hey!

So i think i've fixed that bug. Seems weird that it'd work fine on mac but not windows, unity being weird i guess :s

Here's the new build

Thanks for the feedback about the camera, I'll see what I can do. Also the whole special move thing needs a bit of an overhaul, feedback when you can't perform one would certainly be a good start!
164  Community / DevLogs / Re: Bubble Tennis: Infatuation on: July 11, 2014, 02:15:56 PM
Thanks guys!

Could you give me some details on your setups? I've only had a chance to test on mac, so no idea why the blocks might not be breaking if you're on windows, I'll have to try do some testing.

As for ball speed. It should increase when you hit it in the direction it's already going Smiley
165  Community / DevLogs / Re: Bubble Tennis: Infatuation on: July 03, 2014, 11:41:32 AM
Did some great playtesting last night at our local dev group. Some guys from the local fighting game club were there too, which was awesome, they are the best at finding all the exploits.

So turns out the super shot need to be blockable otherwise it's way over powered, not sure what to do about this.

That second court layout needs a change too. Bit to hectic.
166  Community / DevLogs / Re: Bubble Tennis: Infatuation on: June 30, 2014, 05:00:05 AM
Uh oh! I think that might because of a combination of it being a zip and from dropbox. I can only assure you there's no viruses as far as I know, the game got built by unity on a mac and then immediately compressed.
167  Community / DevLogs / Re: Bubble Tennis: Infatuation on: June 29, 2014, 12:57:53 PM
HOORAY, NEW BUILDS! Added a bunch of new stuff including a new stage, stage select screen, audio and music!

Links above are updated, but for your convenience.. Win & Mac
168  Community / DevLogs / Bubble Tennis: Infatuation on: June 23, 2014, 10:14:59 AM


Hey there! Bubble Tennis is a two player future-sports simulator featuring sweet muscle people and flexing.

Title: Bubble Tennis: Infatuation
Platforms: Win & Mac at the moment
Engine: Unity
Genre: Future-sports/local multiplayer
Status: Under development. I've probably spent about 3 weekends and a bunch of evenings on it so far.
Grab it: Win | Mac

The game is kinda like air hockey, pong and breakout and is an unashamed take on Giant Bomb favourites Wind Jammers and that weird Hello Kitty game. The aim is to bust through the blocks that cover you opponents goal and score goals. To help you there are power blocks (the ones with stars), hitting the ones associated with your dudes colour increases your special meter, when it's full you can unleash an unstoppable smash.

The game is best played with two gamepads (most should be supported), but you can also use keys.

Gamepad: Left stick to move, A to strike, B to perform special, X to flex (only for posing, but most important).
Keys: SZXC to move, Q to strike, W to perform special, E to flex.
Keys: Arrows to move, U to strike, I to perform special, O to flex.

There is some annoying thing in Unity's input stuff where it's hard to tell what input relates to what so things might get swapped about depending on controllers plugged in etc. Controllers should take priority though.



I'm currently looking for feedback on gameplay and feel, so anything like that would be great and super appreciated. It's really hard to test with just one player!
169  Community / DevLogs / Re: [J-RPG] Project Light on: April 21, 2014, 04:25:16 AM
Looks nice! Good luck Smiley
170  Community / DevLogs / Re: Jack Move. A cyberpunk JRPG on: April 06, 2014, 10:24:01 AM
Yup, turn based, maybe ATB. I've spent a lot of time thinking about the mechanics of it this week, scribbling down notes and things. Perhaps I'll do a big brain dump sometime soon of what it will entail. I'm trying to do something a little different from the classic melee, ranged, white mage, black mage thing.
171  Community / DevLogs / Re: Jack Move. A cyberpunk JRPG on: April 06, 2014, 09:51:50 AM
Hey Jon!

Thanks for all the feedback, that's super useful.

There are definitely tons of issues with the lighting stuff, I'm still experimenting, but without wanting to sound lazy, I'm trying to get maximum effect from as little work as possible. Having to code and do art is a lot of work, so stuff like hand drawing normal maps for everything is kinda out of the question at the moment. While that would look awesome, it would also take forever, so I'm kinda defaulting to 'everything has light baked in from the top right', at least for the moment, I'm super intrigued to see what it would look like with normals.

As for colour, that kinda tricky, a) being colour blind, and b) it's hard to find a balance between dark enough and readable. It's pretty easy to change those values though, the ambient light is just based off the render settings. eg:



Aaaaaaand the lights... yes I could replace the texture, the problem is that the light texture gets stretched to fill the variable size of the light, so I would have to pre-bake a bunch of different sizes. I'm thinking of experimenting with a dithered alpha texture over the top, that would break up the smoothness a bit, I need to work out how to do that though (also hard to explain what i mean).

So yeah, lots to try and experiment with, I need to see how this will look with different environments too, like the bar I put in a previous post.

Other than that I've been working on getting the battle system up and running, lots of gui work.



That's looking a little too "smooth" at the moment, I'd like it to have chunkier pixels, but it's kinda placeholder stuff just to get something in there Smiley
172  Community / DevLogs / Re: the nightmare cooperative (playable demo) [puzzle roguelike] on: April 01, 2014, 09:17:00 AM
Looking great dude! Love the simplicity Smiley
173  Community / DevLogs / Re: Jack Move. A cyberpunk JRPG on: March 27, 2014, 03:47:47 AM
Hey there!

So here's a mac and windows build of what I have so far. Arrow keys to run around, esc to exit.

https://dl.dropboxusercontent.com/u/5946684/jackmove/jack_move.app_0.0.1.zip
https://dl.dropboxusercontent.com/u/5946684/jackmove/jack_move_win_0.0.1.zip

There's not really anything to do but run around, but this version mostly proves out the art direction and my approach to structuring/saving/loading levels as well as messing with unity's 2d animation and some other bits. There are some janky bit's here and there (the run up and down animations need to be redrawn as they look bonkers and there's some jitter on the oil drum that i think is a floating point issue) but other than that it's feeling like a good start.
174  Community / DevLogs / Re: Jack Move. A cyberpunk JRPG on: March 24, 2014, 03:06:52 AM
Over last week I managed to get the new player animations into the game. They are looking pretty good and Unity's animation stuff is pretty easy to work with. I've still got some weird twitchy issues when switching animation, although I think this is due to the animation blending.

I overhauled some of the foreground art and compiled it to individual objects. This helps order everything in the z axis so you can actually walk behind stuff now which makes it look a ton better.

Part of that overhaul meant redrawing the oil drum in the middle of the level, I forgot how big the player is, so it's ended up as a giant 5ft tall drum.

175  Community / DevLogs / Re: Jack Move. A cyberpunk JRPG on: March 17, 2014, 06:05:40 AM
Here's some nearly finished player sprites, I've still yet to do the diagonals but am going to save those for a bit as I want to get these ones in game first Smiley




176  Community / DevLogs / Re: Jack Move. A cyberpunk JRPG on: March 15, 2014, 03:12:07 AM
Aaah, I not though of doing a template human, I just jumped in with my player character without much thought. That is a great Idea though, perhaps I'll spend some time today working on that Smiley
177  Community / DevLogs / Re: Jack Move. A cyberpunk JRPG on: March 14, 2014, 03:35:53 PM
Thanks! I've studied (well, watched) a lot of animation and love frame-by-framing the old disney stuff. I have a few good books on the subject (richard williams animators survival kit and the frank thomas and ollie johnston illusion of life) so I have the basic understanding of animation, I've just never really put it into practice.

And yes, the legs are a little crazy, definitely need to reign those in Smiley Thanks for the feedback though, much appreciated.
178  Community / DevLogs / Re: Jack Move. A cyberpunk JRPG on: March 14, 2014, 02:57:25 PM
Here's a slightly more cleaned up version Smiley I'd appreciate any feedback, my spriting is still in it's early days

179  Community / DevLogs / Re: Jack Move. A cyberpunk JRPG on: March 13, 2014, 01:46:17 PM
Been working on some player animation when I've found time this week. Here's some rough WIP, obviously she won't be bald and the colours are just for blocking at the moment. It's maybe a little more bouncy than I'd prefer, but it's a good start

180  Community / DevLogs / Re: Jack Move. A cyberpunk JRPG on: March 09, 2014, 11:40:01 AM
And here's some more WIP. I've mostly been working on camera stuff, map portals and looking into Unity's 2d animation

I need to work on this rats behaviour, he's a bit twitchy at the moment. just need to spend some time tweaking the playmaker fsm though


And here's some camera/portal stuff
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