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1411284 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 03:17:58 PM

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61  Community / DevLogs / Re: Cool Ranch [GREENLIGHT] [NEW GFX] on: July 08, 2014, 05:24:19 PM
When did he get a nose?
62  Community / DevLogs / Re: DumbWarrior 2.0 on: July 08, 2014, 05:20:34 PM
Agreed! That is beautiful.
Love the chest opening animation but it feels like the wait between the shake and the opening is a little too long. Might just be because there's no sound effects but then again it does build a lot of suspense.
Great work on this so far, everything is looking so nice!
63  Community / DevLogs / Re: moonman on: July 07, 2014, 05:57:03 PM
Are we able to see these moving? I actually really like the look of those.
Still prefer the actual look of the game though, just curious!
64  Community / DevLogs / Re: SUPER III on: July 04, 2014, 04:49:03 PM
I like it. Looks glittery!
65  Community / DevLogs / Re: SUPER III on: July 02, 2014, 02:46:54 PM
If you're planning on pushing him around the stage with the teleport maybe he should take damage from the environment instead of head jumping.
Making him heavier when he gets larger and making him harder to push could create a nice difficulty curve and being bigger will make it harder to avoid his spikes while you're trying to line up your attack.
66  Community / DevLogs / Re: moonman on: July 01, 2014, 08:25:44 PM
I don't think he looks small at all with the doors that size. I assume these doors are set up for human use and Moonman is about the same size as a person right? Most doorframes I walk through are a little smaller than me with my arms up and I'm about 6 feet tall.
It depends how large you want Moonman to be though, if he is meant to be huge then the ducking works!
67  Community / DevLogs / Re: moonman on: June 30, 2014, 08:19:50 PM
My God he must be 7 feet tall. Moonman became extremely scary all of a sudden.
68  Community / DevLogs / Re: SUPER III on: June 29, 2014, 07:31:49 PM
Super quick boss idea that I had today. Typically slime guys that hop around. World 1 has a sea-creature theme for the enemies, so I put a small fish in the slime. You have to squash the fish to win.  Big Laff




Squish le fish


Obviously it'll be more interesting with spikes on the walls in places and dudes that actually hop around, but you get the gist of it.

 Hand Metal Left Screamy Hand Metal Right

EDIT: Updated the GIF. But who was difficulty curve?





Not sure if you've seen this and it's inspired or if it's just a coincidence but I'm just throwing this out there!
This is looking really nice though, lovely pixel work and the mechanics should open up a lot of interesting opportunities.
69  Community / DevLogs / Re: SELFIE *OCULUS RIFT* (a study on the human coping mechanism) on: June 16, 2014, 05:05:44 PM
Holy shit.
Just played the alpha and read through this. This project is INSANE. It touches on some of the most out there and bizarre themes I've ever seen but somehow even while playing the alpha I felt so immersed and genuinely uncomfortable.
I love this.
So glad I read past the first page of this devlog too, the idea seemed interesting and I am happy to see it is evloving quickly into something that sounds amazing.
Keen for that fly AI too!

I'll be keeping a close eye on this.
70  Community / DevLogs / Re: Tiny Wizard - Fast paced PDL on: June 09, 2014, 04:18:21 AM
Keep it like this, looks amazing! Agreed for rooms for bosses.
71  Community / DevLogs / Re: Return of the Obra Dinn on: June 05, 2014, 08:31:50 AM
Gettin Busy


With more detailing, the scene is starting to get pretty busy. It's much more readable in motion but I don't want static scenes to be indecipherable.


How about rendering the white lines within the shadowed area with a darker grey tone?  Might help to maintain the low-freq distinction between lit and shadowed areas, whilst also keeping the detail - albeit at a subtler shade.  I'm not sure how the lines in shadow will look when dithered though...


1bit...
72  Community / DevLogs / Re: CRAWL: arcade dungeon crawler where your friends control the monsters on: June 04, 2014, 09:58:59 PM
So much style in those animations, I love that bird headed dude. Cannot wait for this!
73  Community / DevLogs / Re: Tiny Wizard - Fast paced PDL on: June 02, 2014, 10:57:37 PM
That's the hottest pink I've ever seen. Interested to see what those eyes do!
74  Community / DevLogs / Re: Trash TV on: May 31, 2014, 04:56:44 AM
Honestly I think even more subtle than that would be good. The effect itself looks nice, it's just a bit too over the top and a little distracting. A little quicker and less warping and I think it would look good.
Other than that the rest of it looks nice!
75  Community / DevLogs / Re: Project Rain World on: May 29, 2014, 03:23:49 PM
Yeah you're totally right, either way I like it haha.
76  Community / DevLogs / Re: Theme park simulation (unnamed) on: May 29, 2014, 03:20:59 PM
This instantly came to mind when thinking about a name.
77  Community / DevLogs / Re: Project Rain World on: May 29, 2014, 03:16:41 PM
Has that warping of the terrain on landing always been a feature? I have never noticed it before but it's a cool little effect!
Loving that arm behaviour, gives that extra little bit of realism and really let's you know that this character is fragile. Going to make those lizards all the more menacing!
Keep up the great work, this devlog is the first thing I check every morning and it just keeps amazing me!
78  Community / DevLogs / Re: Theme park simulation (unnamed) on: May 27, 2014, 04:38:59 AM
That looks so solid, this is great.
79  Community / DevLogs / Re: moonman on: May 20, 2014, 09:43:05 PM
This is looking absolutely amazing. The juice that bounciness in the hit gives really brings the combat to life and the pixel art is looking sweet! Totally agree that the ent looks way too agile though, there's something strange about something so large moving that quickly.
80  Community / DevLogs / Re: Prophour23 - a randomized sort-of-RTS game for 15 minutes on: May 20, 2014, 06:00:49 PM
Digging that old biology diagram look! This seems super interesting, keen to see where you go with it.
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