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Developer / Technical / Re: Easing Editor: Software Devlog
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on: March 16, 2017, 11:37:06 AM
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@Polly So locking the x values in my original program would allow it to be a one liner, but that didn't seem super useful for me (Maybe I'm wrong?). Or are you talking about where like... If I move control point x right 1 pixel, control point 2 would move left 1 pixel? Or something else?
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Developer / Technical / Re: Easing Editor: Software Devlog
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on: March 16, 2017, 08:15:54 AM
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Thanks man! I think the biggest problem is letting people know how to do it and where to find it, please share (tweet, FB, whatevs). Would hate for someone to have to rediscover the wheel like I did. 
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Developer / Technical / Re: Easing Editor: Software Devlog
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on: March 07, 2017, 01:04:52 PM
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So I think it's time to kill it!  The major value I think a tool like this had is generating custom curves that you could use in your game and/or easing library. One of the best tools I could find online for this was http://cubic-bezier.com/#.17,.67,.72,.33. The major problem with this is that what it was exporting was purely CSS, which the browser somehow magically turned into an ease. I had thought that what was under the browser's hood was fairly close to a cubic bezier equation. It turns out this 4 point ease function is a lot more complex! GORY DETAILS... The major difference between a cubic bezier curve and this was that it was allowing you to change the X coordinate, or shall I say the T coordinate of the two control points. As soon as you allow someone to change more than just the Y values it changes the equation from a 1 liner to a 60+ liner. So the good news... Someone's already published a nice open source version of the code that does this. So you can actually use one of these online tools to make your own ease and then use his library, or port it. So I ported a version of it for haxe. So for now I think I'm done working on the Easing Editor. If you think me adding more to the Easing Editor would be worthwhile please let me know what you think would make it unique. One major thing I could do is make an ease combinations visual editor, but for now I'm a little unsure how much value this would add. Well, if you use haxe, enjoy the port! https://github.com/thomasuster/cubic-bezier
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Developer / Playtesting / IO Game Playtesting Portal!
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on: February 15, 2017, 06:04:57 PM
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I made a kind of IO game web portal today. If you want your IO style game listed in the "Games Under Development" let me know. I just need the following. 1) Link to your game 2) Logo 512x273 png 3) A twitter handle for feedback 
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Developer / Playtesting / Re: League of Pixels - 2D MOBA
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on: February 15, 2017, 09:32:30 AM
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Hey! Thanks for posting a demo to play.
I gave single player a go. Once you jump down to the right bushes you can't jump back up. Only the left side is low enough I think.
I picked the fox character and I couldn't figure out why I would use one kind of projectile versus the other. Red single shot, green spray, or the blue single shot, I understood that the ones that use all four bullets is probably more powerful but using one versus the other never felt like it mattered. Am I missing something here?
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Community / DevLogs / Re: Battle Dash
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on: February 14, 2017, 04:27:09 PM
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Now when you get kills you turn into a giant.  Also got a domain which I will maintain a production server on for now. archo.io
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Community / DevLogs / Re: Go Go Kudamono!
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on: February 13, 2017, 07:20:26 PM
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AWESOME iteration! I was most excited by the cars mixed with normal mobs in between. This part looked pretty challenging without being unpredictable. I love the traffic lights, very cute.
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Community / DevLogs / Re: Battle Dash
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on: February 13, 2017, 06:46:58 PM
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@snackycactus Oops! It actually does just that, I just forgot to say so (edited above). 
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Community / DevLogs / Re: Battle Dash
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on: February 13, 2017, 06:35:37 PM
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Ahoy!  * Took out the shield mechanic and replaced it with a dash mechanic, much more fun. * Added shoot in 360 degrees not just 8 (using just 8 felt restrictive) * Added arrows on the ground that randomly spawn * Added arrow power! (The longer you hold the faster it goes up to 3X) 
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Developer / Playtesting / Re: Feedback Wanted! - Shadow Fencer Theatre
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on: February 13, 2017, 09:22:55 AM
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I only played 1P as well. I think visually it looks pretty dope, very fun idea!
I played single player three times and never really got the gist for the sword controls / tactics. It felt pretty random for who won.
So I'd say if you want to keep it a funny play once experiment kind of game then you're good, but otherwise spend some∑ time thinking of how you could change the fencing controls to feel more responsive and allow players to feel like a win is earned.
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Jobs / Offering Paid Work / [CLOSED] Professional Pixel Artist PAID work!
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on: February 02, 2017, 11:27:06 AM
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Looking for new sprites for my work in progress battle arena game! Deliverables: * 3+ character design ideas (single frames) * Run cycle without bow (7+ frames 8 directions) * Run cycle with bow (7+ frames 8 directions) * Run cycle with shield (7+ frames 8 directions) * Death animation (2+ frames 1+ directions) * Min resolution per frame: 32x32 I'd want some ideas first about character design. Right now the placeholder art is Link from Zelda a link to the past, but maybe it should be about sausages shooting ketchup and blocking with buns? I'd like you to come up with a few character design you're excited about before the actual above animations are created and for us to have some back and forth about what we think would fit best for the game mechanics and making people excited to play! Requirements: * AMAZING pixel art. Your art must be exceptionally and get players excited to play and continue playing! * Professional (adhere to deadlines, have good communications skills) * Excited! This is the game so far, it's got a LONG way to go! https://forums.tigsource.com/index.php?topic=59289.msg1313392#msg1313392
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Community / DevLogs / Re: Battle Dash
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on: February 01, 2017, 09:57:34 AM
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Hey there! Did some stuff! * Players can kill each other! * Directional shield (hold space bar + mouse position) * Show other players bow / shield * Basic map * Entering your name * Kill streak Leaderboard * Re-spawning (press space bar after dying)  Next steps... 1) Game mechanic design! I'll be playing around with things like shield max hits, max arrows, item pickups, etc, teams or FFA, kill streak bonuses. 2) Get ping down, it's currently around 100 MS (Server US West) 3) Get in contact with someone who's done a game similar to this before. Know anyone? 4) Find a pixel artist!
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