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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 08:38:28 PM

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41  Community / DevLogs / Re: Dandy (Designing Enemies) on: May 03, 2014, 08:07:42 PM
Really happy with how our death sequence ended up.



The image is a link.
42  Developer / Art / Re: GIFs of games being worked on on: May 02, 2014, 10:00:47 PM
Man getting stuff actually working in the game is the best feeling.


43  Community / DevLogs / Re: Dandy (Designing Enemies) on: May 02, 2014, 08:05:54 PM
I posted this guy earlier but now he works in game. :D



The image is a link.
44  Community / DevLogs / Re: Dandy (Designing Enemies) on: May 01, 2014, 10:45:35 AM
This one's called the Bullet Fatty. I think it was the first enemy design I did.


45  Developer / Art / Re: GIFs of games being worked on on: April 30, 2014, 06:54:10 PM
So many props to people that made a ludum dare game.
Finally getting some enemies going. I've had more trouble figuring out how to make decent gifs of gameplay than any part of development  Cry

46  Community / DevLogs / Re: Dandy (Designing Enemies) on: April 30, 2014, 01:13:41 PM
Great vector art Wink

Thanks man!



This is one the simplest designs, i'm not entirely happy with his shield. I can't seem to get anything close to a good quality gif, so I'll just post links to small snippets of gameplay since it's way more fun to see it in motion.
47  Community / DevLogs / Re: Dandy (Designing Enemies) on: April 29, 2014, 02:04:47 PM
Wrote a new blog post about designing enemies, and I'll probably start updating more frequently with enemy design drawings.

48  Community / DevLogs / Re: Dandy (Kickstarter?) on: April 18, 2014, 04:23:45 PM
Hey guys. Thinking of starting a Kickstarter to be able to keep working on our game full-time. Just wondering if anyone's got any suggestions or tips from personal experience. The entire marketing side of gaming is overwhelming to me, could use any tips.
49  Community / DevLogs / Re: Tiny Wizard - Fast paced PDL on: April 09, 2014, 05:40:58 PM
This is looking awesome. Love that the corpses stick around. Sub.
50  Community / DevLogs / Re: Dandy (Ingredients) on: March 27, 2014, 10:14:58 AM
Working on some early menu designs but I felt like sharing some "ingredient" drawings. These are basically the power-ups in the the game. When you get them, they turn into candy which give you new abilities. The reason for the transformation is that the candy they turn into is picked from a small pool linked to the ingredient. These all combine as you get more and all the abilities stack.

51  Community / DevLogs / Re: Elysis (Magical Ball and Chain) on: March 27, 2014, 09:50:19 AM
I can't say this enough, this game seems fantastic. Do you have any concern that the large amount of numbers (even with it cut down) clutters and obscures what's going on? What's their real function? Is it just a nod to old games or to inform the player of their progress?
52  Community / DevLogs / Re: Dandy on: March 24, 2014, 06:34:39 AM
Getting close to the point where we can start implementing enemies. Going from written design to actual gameplay can be kind of scary. Here are some of the simpler enemy drawings, I hope they end up working in practice.

53  Community / DevLogs / Re: Alienoid Core - Shooter in a Random Dungeon on: March 23, 2014, 04:48:33 PM
I just read through this whole thread, and the progress you've made is awesome. Can't wait to see what you do next. Having the bullets have some sort of collision or deflection animation off the walls could look good.
54  Community / DevLogs / Re: Otherworld on: March 22, 2014, 08:15:53 PM
These mock-ups are looking great. Reminds me a lot of what Capy is doing with Below. The logo is very similar.
55  Community / DevLogs / Re: Catcher! An arcade game about catching EVERYTHING [New Build: Particles & Sfx] on: March 21, 2014, 05:43:35 AM
Those orange enemies that home in on you and "stick" to you, are really annoying. I was thinking it would be better if they acted like magnets, like the closer you get, the more they get attracted to you, rather than instantly rushing you.

I kind of liked that they made you deal with them before you could move on. Though I think the magnet enemies could be something else entirely and wouldn't really overlap too badly.

I'm really enjoying this game, you've given yourself so much room to explore with the enemy designs. It's really exciting.
56  Community / DevLogs / Re: Afterimage on: March 21, 2014, 05:24:27 AM
Daaaang, this is slick. Can't wait to see how the 3D characters look in there.
57  Community / DevLogs / Re: Dandy on: March 21, 2014, 05:21:14 AM
Lots of progress this week. The intro stage is close to done, with mostly polishing left. All our tools are ready too, so from here on I think it's mostly content creation and filling in gaps in the game design.

I usually leave branding stuff till we're about to wrap up, but I've been doing it on my off time and it's probably good to get as much input on that stuff as the game itself.

I'm pretty happy with icons. The title screen logos are just style guides for now though. I'm pretty bad with typography, so i'm handing it off to our musician who happens to also be a graphic designer.

58  Community / DevLogs / Re: Super Adventure Pals 2 - An Epic 2D Adventure Platformer on: March 11, 2014, 07:43:12 AM
Man, I really liked the original. The effects were definitely the best part. Everything felt really good to interact with. What's new in this one?
59  Community / DevLogs / Re: Back to Earth (Procedurally-Generated Shmup) on: March 10, 2014, 07:34:43 PM
That's awesome. Exactly what I imagined.
60  Developer / Art / Re: GIFs of games being worked on on: March 10, 2014, 06:27:22 PM
Not sure how to get good quality GIF's, i'm using Screenflow on a Mac. Also tried Licecam but that was strictly worse.



Tried 50% to see if that helped.


Links for higher fps/non compressed videos.
http://gfycat.com/CapitalBriefDove#
http://gfycat.com/ChillyFeistyAsianwaterbuffalo#
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