Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 05:41:56 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 2 3 [4] 5 6 7
61  Community / DevLogs / Re: Kerfuffle on: April 24, 2015, 06:28:59 AM
Out of curiosity why image_speed does it require that you don't manually draw your own sprite?

i guess i could use image_speed as the subimg section of draw_sprite_ext but, lets say i wasnt doing that, and i had a draw step, i would have to draw the sprite manually anyway. if you have a draw step you MUST draw the sprite manually or it just doesnt show up.

either way, i dont like using game makers busted ass built in stuff unless i absolutely have to, and i dont like using underscores.

You can code your own image_speed pretty easily as well. It makes sense that if you use the draw event you have to draw the sprite manually. If you are using other code in the draw event it's pretty easy to toss in draw_self as well. I guess GameMaker has a lot of oddities, but I haven't encountered too much actually busted shit. My biggest annoyance is how easy it is for code in events to get overwritten. Most frustrating thing in the world. The game maker world, at least.

Also, love the arts.
62  Community / DevLogs / Re: Kerfuffle on: April 24, 2015, 06:15:41 AM
Out of curiosity why image_speed does it require that you don't manually draw your own sprite?

http://docs.yoyogames.com/source/dadiospice/002_reference/drawing/drawing%20sprites%20and%20backgrounds/draw_sprite_ext.html

Sounds like that is what you're looking for. Let me know if it's not!
63  Community / DevLogs / Re: Environmental Station Alpha [Out on Steam] on: April 22, 2015, 04:50:48 PM
Done for today, but I had a blast. Happy to finally have it in my hands! I'm already so much better with the hookshot. :D
64  Community / DevLogs / Re: Environmental Station Alpha [Out on Steam] on: April 22, 2015, 03:24:54 PM
Congrats man! Really enjoyed the stream, thanks for taking the time to answer some of my questions.

I'm going to attempt to stream it for a bit, if anyone is interested.

http://www.twitch.tv/grogrog_
65  Community / DevLogs / Re: I Need To Know More - Playable Demo on: April 17, 2015, 01:31:49 PM
Woah. Wasn't expecting that look. Slick! Will try to give it a try sometime this weekend.
66  Community / DevLogs / Re: Dash & ATLAS [Pixel Platformer] on: April 17, 2015, 12:19:49 PM
I've always liked the concept of having a buddy character alongside you in games. I just don't know if a tank is really what I would want. Maybe if it talked or something. But generally, I'd prefer if the side character was smaller than the main character and didn't show up all the time. Like navi/kazooie/midna. Just something to remind you you're not alone in the world. That's just me, though. That's the kind of games I grew up with.

I'm sure the tank thing will work though. It's unique.

That's kind of what I was thinking as well, as I grew up with those characters too. The tank, or should I say, it's AI, would be a character in the story, and essentially your only companion. 

And amateurhour, thanks for the input. I should look up Tank Girl/Armor as I'm not super familiar with it. I think I've seen a movie when I was way younger?

But yeah whether or not I go through with that as a concept depends on entirely how well I feel the writing goes when I get to that stage. But I'd rather not have to change the planned name of the game. Smiley
67  Community / DevLogs / Re: Dash & ATLAS [Pixel Platformer] on: April 17, 2015, 08:44:16 AM
Thanks for taking a look pLaw, your input is appreciated. The enemy style has been kept simple due to my abilities, which have improved greatly since starting this project. We'll see how it goes, I'll probably rework them at some point. There will be a mix of organic and robotic enemies, the robotic ones likely being the main threat of the game.

The world be as open as any other Metroidvania, requiring certain skills and abilities to reach certain areas. Both play styles will be required throughout the game. Some of the times one still may be preferred, but not required.

A lot of things came together really well really fast in the past week, so I'm excited. I'd like to share some stuff soon but I want to get a few additions and and some stuff cleaned up.

Question I'd like to ask you guys:
How appealing is the concept of ATLAS (the tank) being a character?  So far I'm inspired by the idea of Zeldas with characters like Navi or King of Red Lions, or Agro from SOTC, and I realized recently, even Chickensword. I haven't done any writing for the characters yet and am still playing with ideas, but I'm wondering, is it a likable idea?
68  Community / DevLogs / Re: Dash & ATLAS [Pixel Platformer] on: April 12, 2015, 07:38:15 PM
Definitely reminds me of Blaster Master (still need to beat that game)

It's really hard, with the two lives and game over system, and no saving. :p I've chugged away slowly at it on my 3ds using save states.
69  Community / DevLogs / Re: Dash & ATLAS [Pixel Platformer] on: April 12, 2015, 06:50:31 PM
Did a lottttt of work on D&A this week and got a lot done. Saving/Loading/Persistance/Basic Progression/Unlocks/More advanced (and hopefully better?), lots of little bits of polish and minor changes. There are a few more things I need to clean up and add and then the idea is to post a video along side a tiny demo.
70  Community / DevLogs / Re: Environmental Station Alpha [release 4/22/2015] on: April 10, 2015, 09:05:20 AM
Stop rubbing it in that we can't play it yet. Actually, keep going please. Sad
71  Community / DevLogs / Re: There Was A Caveman... [Greenlit][2D-Pixel Art][Platformer] on: April 07, 2015, 12:12:46 PM
Don't you dare take fat caveman away from us.
72  Community / DevLogs / Re: Failsafe (working title) on: March 31, 2015, 07:03:19 PM
The plant gun (goo gun?) is awesome.  I can see a lot of other mechanics building off of that core mechanic.  (flamethrower to burn back the green stuff if you accidentally grew too much of it, flame hazards in the world that will wipe out your green platforms, parasites/enemies that are attracted to the green goo, maybe a life cycle where the green stuff blooms and then disintegrates over time, so you have to move quickly, etc.)

Take a second look, the green stuff is an environmental element, not a weapon. At least I believe. Edit: I do like those ideas though, and they could still work with the way it's currently implemented.

And pLaw, I'm excited to see any direction you take this game. I thought of a more eloquent way of describing what I meant to say. I'm attracted to a good pixel game more than a 3d styled game, but I still thoroughly enjoy both. I'm by no means a purist. Also thanks for the compliments on my game, it means a lot. I'm really happy with my progress, and look to other pixel artists (including yours) for inspiration.
73  Community / DevLogs / Re: Dash & ATLAS, a boy and his tank [2D Platformer] on: March 31, 2015, 06:16:45 PM
Been working on the character.



Happy with the direction it took. I'm still debating if I want a gun always out approach, or if it it'll be put away a few seconds after shooting.
74  Community / DevLogs / Re: Failsafe (working title) on: March 31, 2015, 12:42:07 PM
I'm killing the quote chain here. :p But I'm really happy to have helped! I'm not sure if you've read the Kerfuffle devlog, but it has a really interesting case of a developer making a game in a style that people really really enjoyed, and there was minor backlash when the direction was changed. But after trucking through it a style that people enjoyed (both the developer and the followers) emerged. It was cool. So take my thoughts on your art direction with a grain of salt. Find something you and your hopeful audience enjoys (you already have at least an audience of one at this point).

To comment on your high-fi stuff, I'm sure it would work, but personally I'm less excited for that kind of thing. I really enjoy pixel art. It's something I grew up with, something I enjoy doing (and am learning as much as I can). It's a style that jives with me. 3d can still be great or better. Ultimately what I'm trying to say is if you showed me the two images above, I'd be more excited for the pixel arts, despite the solid 3d work below. Actually, for the record, is that created in 3d or 2d? :p
75  Community / DevLogs / Re: Tower57 - 16bit co-op twin-stick arcade (Update 3-28-15) on: March 31, 2015, 10:55:11 AM
I remember looking at your first page and saying "looks really good, can't wait to see it in motion". Looks like I haven't seen this in a while.

Checking the last page all I could think of is "Jesus Christ." As in "Jesus Christ this looks really good."

Seeing everything in motion and the logic behind, it all comes together nicely. Great job to you and your team.
76  Community / DevLogs / Re: Failsafe (working title) on: March 31, 2015, 10:44:28 AM
Those are okay. Not bad, but you haven't sold me on it yet. I really like the tilesets and aesthetic you have going on. My only complaint is I'm not super fond of the character. He stands out really well in game, but as a character he doesn't stand out to me. This may be intentional due to him being a clone.

I really like the idea of tools vs weapons, and your examples are awesome. I like the screen controls and the tool you demonstrated. Have you played Gunpoint? It lightly reminds me of that. The wiring component of that game was really appealing, it would be great to see more things like that in games.

Yes, I agree with you on the character. It's a sprite from a very early iteration and has bacome a mere placeholder. At this point a white box would do it as well Wink I'm already working on a more appealing character design. I'm also planning to change the overall style.

Thank you for your feedback! I'm really glad you like my game mechanic examples. I played Gunpoint but I wasn't aware of the similarities until you mentioned it. Maybe I was subconsciously inspired by Gunpoint.

It's good because it's not an overbearing similarity in my books, but it's nice because it's a relatively unexplored mechanic. You keep mentioning the overall style is subject to change, and I don't want another Kerfuffle scenario on our hands (long live squares?) but I really do enjoy the tile sets. Maybe you can do better, and if you can I'll be really excited, because I already love what I've seen. Simple, with a lot of character. Like a previous poster mentioned, it feels like Metroid without actually being Metroid, which is a great feel to capture (Gunpoint and Metroid? Count me the hell in.)
77  Community / DevLogs / Re: Failsafe (working title) on: March 31, 2015, 09:11:53 AM
Those are okay. Not bad, but you haven't sold me on it yet. I really like the tilesets and aesthetic you have going on. My only complaint is I'm not super fond of the character. He stands out really well in game, but as a character he doesn't stand out to me. This may be intentional due to him being a clone.

I really like the idea of tools vs weapons, and your examples are awesome. I like the screen controls and the tool you demonstrated. Have you played Gunpoint? It lightly reminds me of that. The wiring component of that game was really appealing, it would be great to see more things like that in games.
78  Community / DevLogs / Re: [DEADBOLT] - 2D action/shooter on: March 28, 2015, 06:45:43 AM
Really enjoyed this. I love the theme of the different factions, and it all feels really good. I wish there was an option for when you ran out of ammo, in some circumstances you have to start over I believe.
79  Community / DevLogs / Re: Pixel Pirate in Bits of Eight on: March 27, 2015, 09:03:40 AM
I love all of it! In regard to suit color, I kinda like the blue, it feels traditional. But that's no reason not to go gray, which does look nice. Is there a potential for costume swaps/unlocks? Or suit color corresponds to a powerup?

All the weapons look fun, especially the mega anchor. Keep it up man.
80  Community / DevLogs / Re: Kerfuffle on: March 24, 2015, 08:58:53 AM
Oh man... I love the graphics. Demo please? Early access?
Pages: 1 2 3 [4] 5 6 7
Theme orange-lt created by panic