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21
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Community / DevLogs / Re: Insatia
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on: May 27, 2015, 08:57:38 AM
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woa this game looks amazing, just saw the vids too and really feel like being a bug down there, love it also, have you consider adding legs? it would make it even more bug feely  
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22
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Community / DevLogs / Re: Guild of Darksteel - Cinematic platformer in a dark fantasy world
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on: May 25, 2015, 03:11:45 AM
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Thanks SrGraffo. The target position of both characters in battle is a bit buggy right now. They are indeed supposed to be closer but sometimes the stop lerping before they reach their target. I need to find out why and fix it. Thanks!
I know you will find a way around it  also I'm getting really tired of modern pixel art. It feels like every game nowadays features a bunch of faceless stick figures running around. = \ the style of the game should change based on the game but pretty much on what the artist feels is the best for the game, and honestly this dude is nailing it with the pixel art Look at the background... its really detailed and everything (visually) its getting a really unique shape  ya lots of indie devs choose pixel art these days, but some are doing a really good job (I am also a huge fan of castlevania and if I am not wrong, its also faceless)  so I dont really understand if the rant was necessary Still following this dev log, loving how the game is evolving  
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24
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Community / DevLogs / Re: Project Rain World
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on: May 21, 2015, 03:38:03 PM
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woa, saw this game very long ago and it seems that its getting really polish and smooth, congrats guys specially loving the backgrounds, they seem so smooth and realistic  will for sure get this once its done, its an amazing work
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27
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Community / DevLogs / Re: Soul Appeaser [ARPG inspired by Souls and Dragon's Crown (sorta)]
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on: May 14, 2015, 06:12:03 PM
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Gale and Sai are my software siblings xD  also, dont know if it helps, but something that speed a lot my use of it was setting keys to "forward and back frame" a guy from twitch show me that and it really speed the process (cause other wise you need to use the cursor to move between frames) File/Preferences/Key  keep posting, I like to see this game dev
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30
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Community / DevLogs / Re: The Cairn (Demo Update!)
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on: May 11, 2015, 04:02:15 PM
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black and white is awesome (really dont know that many games that go full black and white) but you guys can add nice red for blood effects, or colored particles, besides that the art style looks really nice, at first I thought I was gonna enter in a tim burton's style but this one is more skelish and thats awesome oh also, add shadows below the enemies and player, that will make them get a bit of shape inside the world nice workm keep it going 
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31
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Community / DevLogs / Re: Soul Appeaser [ARPG inspired by Souls and Dragon's Crown (sorta)]
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on: May 10, 2015, 09:42:52 PM
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oh in that case its ok, dont mind me I just have this thing for fast things xD but yeah, seems like you have thinked in the balance, tho you can still have those slow times, I didnt mean speed the whole animation just those action frames, but will need to see how the game works to give my opinion about it btw, if you need sound effects, we found some nice free packages in reddit and other websites, I can pm if you want those (from swords to magic to moves, a lot of things) 
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32
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Community / DevLogs / Re: Soul Appeaser [ARPG inspired by Souls and Dragon's Crown (sorta)]
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on: May 10, 2015, 08:32:11 PM
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oh dude, didnt know it was you who did this, I saw this game early today and I liked it a lot, mostly amazed that only you are doing it, first thing I thought is one programmer and one artists, but if those are your art skills you are a good package man! also we are neighbors xD , we are both working in games inspired on the souls series, (will check that Dragons Crown) only feedback I can give at the moment, is that in my opinion you can give even a more fast feel to the parts of the animations where the action happens, for example, here, I increased the speed on the frames where the action is happening, look here is the current speed  here is the action frames acelerated  besides that, I like a lot the style of the great sword guy, was about to say that the background could be darker but someone already did, looking awesome man, keep the progress
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35
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Community / DevLogs / Re: Arcadian Atlas
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on: April 06, 2015, 05:33:31 PM
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this looks really cool
are you doing the art and programing it? also how are you planning the classes and jobs or subjobs or all that area?
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36
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Community / Townhall / Dark Souls 2D - or "Souls" until we find a name
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on: March 30, 2015, 04:06:42 PM
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Yes, "Chains of destiny its way a tryhard name, if you are good with names suggest one xD"Souls", its a 3rd person angle, 2d dark souls like game with a touche of survival and random generation of worlds, also its hard as fuck     We are  Ice Fix Games, you can follow our twitter here https://twitter.com/IceFixGames Artist srgrafo.deviantart.comProgrammer http://icefix.tumblr.com/The plan its to have a random generated world with caves and dungeons, where whenever a player starts the game, they have a new adventure also we want to add more of a survival enviroment, meaning that in day time normal creatures will spawn and player will have a good visibility, but at night enemies are more dangerous and player will either travell slowly or camp until the next day, all of this with the glorious perma death >: D .. well that if you play the game in hardcore difficulty.. if not yeah some check points -._-. It first started as a concept art image and the idea of something like dark souls in a 2d scenario (and not like a castlevania example, more like a game where timing and tactics go with the hand of customization)  after some testing, we manage to have a guy that can hold different items, with an armor, helmet, shield and weapon, at this point we were testing how would work having objects following paths so later we can have more items  and it took us 1 day to hate the 2d flat plataform style of it, so the angle was revamped and we finish having a guy that can walk up, down, left and right, I guess its called bird angle? no idea, the angle of games like "dont starve", wich yep while knowing now all the parts that were being a trouble in the 2d flat platform, in this version we fixed that making the complete skeleton of the player editable, from leggins to shoulders, also we worked more to get the slashes of swords smooth.  Later we added a better health and stamina bar  later as a .. well it was kind of an experiment but evolved nicely xD we finish with what would be the "fog of war" wich reduces visibility of the player and also combined with the lighting system allows to check if its day time or night time (p.s just for showing purposes in the gif the fog goes in and out in seconds, in gameplay it stays out or in for a longer period of time, depending on how much we consider setting dark time or light time) ((yep, he is swaping sword and shield, we implemented that so the slash animations are different depending where the sword is))  we tested a lot with enemies and again, even when there was a moment when they were kind of intelligent, we finish revamping them into a more solid system, or a more advanced code (programmer says that, I am believing xd) here the "burn me while you can" files that we used for the weeks of testing  but, yeah, we took the proper time to make better enemies    then we added our first images of "scenery", testing different sizes and ways of moving in them (I mean entrances and collision)    here is a close view of the battle mechanics (only sword and shield, others will be added later), if you look closely you can see that the player swaps weapon, this cause if you dont swap the max combo you can make its 4 hits, swaping allows you to constantly slash, and at the end of the combo the player bashes the shield 2 times, bashing shield will be something players are gonna be able to use any moment to prevent an attack either from the front or behind [dont mind the blood and white particle, they are not aligned yet :C ]  I didnt add dates of updated cause we are just starting to post here in tigsource now, so coming updates or new things will have a date . _ . woa, took me more than expected to get this post done, oks in a more important thing, if you are a fan of this kind of game, and you have suggestions, ideas or things you always wanted to see please comment, we are working hard on this project and we are loving how its shaping, this is the first real feedback we are gonna receive be gentle with our delicate bodies!
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40
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Community / DevLogs / Elemental Minions - (pikmins feeling) pixel art - rts [u3]
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on: November 02, 2014, 09:23:19 AM
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Update #3Before implementing battle there has been a camera update, its still being polished ovo Here a first impression of the camera movement  Here is the camera following the minion horde  The goal its to find a middle point where the camera its mostly always following player but if you move the minions the camera will move a bit to their location and get back to the player and here is how the complete game screen looks, (this to show how much the player get to see on screen) Full Screen Image (50mb gif) there might be some more updates in a bit ^u^
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