Show Posts
|
|
Pages: 1 ... 4 5 [6] 7 8
|
|
101
|
Community / DevLogs / Re: Stranger on the 103rd Floor
|
on: April 03, 2015, 07:30:06 PM
|
Yeah it might be that. Maybe the torso needs to kind of bounce a bit to make it feel more weighty. Either way, something looks off somehow. I just can't quite pinpoint what exactly it is. Still though, I think bakkusa's animation (despite being pretty cruddy) shows how much more natural the legs look. Again, I know it's stylized, but even the main character from guacamelee has a very cartoony run cycle, but maintains the natural leg positions. The stylized look comes more from the speed of the frames, more so than the actual positioning of the limbs. If you take a realistic running animation and alter the frames so it hangs a bit after each step, and make the rest really quick, I bet it'll look pretty cartoony. I know I'm sounding like a doucher right now, but I'm taking the time to try to help you. I'm sure after you tweak it a bit, you'll look back and understand what we were thinking. Also, I just wanted to point out, it really looks like he's trying to climb a hill here. If you just tilt your head a bit, you can imagine he's really trying to put his weight forward so he doesn't fall down a hill. Except... this is supposed to be on flat ground, so it could use some work as well. The actual animation looks fine, you just might want to bring the torso back a bit. Maybe extend an arm behind him as a kind of counter-balance.
|
|
|
|
|
102
|
Community / DevLogs / Re: Stranger on the 103rd Floor
|
on: April 03, 2015, 02:47:51 PM
|
|
I looked at some run cycle pictures on google. I think maybe when the legs go towards his front, the knee isn't bending enough. I know your animation is stylized, but people don't usually extend their legs that much before stepping. Obviously, I'm not an expert, but maybe just try bending the knees more? I wouldn't try unless other people agree with me, art/animation is one thing I'm not great at.
|
|
|
|
|
103
|
Community / DevLogs / Re: Stranger on the 103rd Floor
|
on: April 03, 2015, 10:02:21 AM
|
Everything looks awesome  .. but the running animation looks a bit weird. It looks like he has spring shoes on^^ Maybe he is just too high in the air during the frames where both feet are up, but something seems unnatural about it. I have to agree :/ I was never crazy about that running animation.
|
|
|
|
|
104
|
Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg)
|
on: April 01, 2015, 03:03:15 PM
|
Could the PENIS be extended to also handle Tom Hanks whereabouts and placement?
PENIS: THWAP?
Absolutely. And in fact, I plan to do so. Tom hanks had a big role in the development of the Wilson character, and I can confirm he will be doing the voice and motion capture for Wilson. He said "The initial design for Wilson came from a film I did called 'cast away'." However, I am unfamiliar with this film. Still, wonderful to collaborate with him on the project.
|
|
|
|
|
105
|
Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg)
|
on: April 01, 2015, 10:42:11 AM
|
I've got some new art that I'm pretty satisfied with.  What do you guys think? I'm pretty sure this art will be final, unless I come up with something better.  Overall I think the game is shaping up well. I finally have a character sprite. I call him "wilson". I still need to get him animated, but I really like how he is now.  I've implemented the " Procedurally Executed Nature Installation System" Or PENIS for short. This lets me automatically populate the dungeons with bushes and other natural decorations. Handling PENIS wasn't easy, but it makes the dungeons feel much more alive and natural. I'm fairly happy with it  Next month marks the 1 year anniversary of RogueWorld, so you can expect some nice surprises then. I'll give out one teaser right now. The game will be renamed " Wilson: The adventures of Wilson and friends". This is a much more family friendly name, and I think it really catches the eye. I'll also be announcing the first DLC, which is called "The second half of the game" and lets you unlock the last 5 dungeons. The first 5 are free, don't worry  . I also have the second DLC pack almost done, and it lets you unlock music, which should be a great addition, and make the game a lot more interesting for people. I've also decided to take the game in a less violent direction. The game is no longer "roguelike". It's much more fun and interesting now! When you die, you lose some of your gold, but you'll respawn right away. No more punishing deaths. There are also no guns or melee weapons. I've decided to stick solely on stomping on enemies to get rid of them, similar to the classic "super mario" games. I've found this makes the game much more interesting and less violent. This brings a whole new level of strategy and gameplay possibilities to Wilson:TAOWAF. I'm sure many people will be pleased with these changes. And with all these additions, I've happily increased the threads progress meter to 20%! The game is now one fifth done! I also have a sequel already underway called "Wilson 2: The Wilsoning". This will be slightly more edgy than the original. It's actually a horror game. Despite the inevitable confusion this will cause, wilson 2 will actually release before wilson 1, on may 20th this year. Look out for it! And stay tuned for wilson 1, coming Q3 2025. In completely unrelated news: Happy April fools day! 
|
|
|
|
|
107
|
Community / DevLogs / Re: nEgg: 3d engine for the n64
|
on: March 28, 2015, 06:10:09 PM
|
I always dream about making a game from absolute scratch. Starting from plotting pixels, and making a full 3d game. That would be a huge challenge, and lots of fun for me. And now I can see someone else's similar project. Do you have any idea what the game will actually be like? I'm really excited to see what it'll look like, and if it'll have that classic "N64" look to it, even though it's brand new. I grew up on N64, and I love seeing that fog that hides distant objects/jittery camera/low poly count/jittery polygons/blurry textures/pretty terrible skyboxes/2d trees/"cardboard" cities/super simple lighting/guns that look like pencils(goldeneye). Seriously... I fucking love N64 graphics. It brings back my childhood, and no modern games have pulled off that same "N64" feel. I feel like it could only be done on ACTUAL n64 hardware, which is exactly what you are doing. You're awesome, and I wish you the best of luck with this.  Also, have you considered utilizing the n64 expansion pak?
|
|
|
|
|
108
|
Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg)
|
on: March 27, 2015, 05:22:27 PM
|
This is a really great idea. I wish we can play this soon!
Thanks! I wish I could play it too! haha  This game isn't about making money, it's about making the best game I could possibly imagine! That's my goal. Making money from it is just.... a nice bonus  Thanks for the detailed reply! Cool stuff. Definitely agree with writing the physics code yourself.
Game engines are handy for all that building, rendering, and multi-platform nonsense though!
Looking forward to seeing what you'll do with the gameplay! I like the attention to detail you seem to be putting into the movement mechanics.
Thank you! I've spent a lot of time working on the movement physics. The built in platform object handles controls, jumping, gravity, friction, but everything else like wall jumping, wall sliding, slope physics, ledge grabbing, is written by me, by overriding the pre-written code. This is dumb, which is why I'm ditching the pre-made code, and writing it from scratch. But I'm glad everyone sees the potential for this game :D It's going to take a lot more work till casuals find it interesting. While I'm here, lemme show some new music! Tower dungeon(industrial themed) https://dl.dropbox.com/s/d0tgbu7zaos1tze/Tower%202.wav?dl=0Crystal caves(sub level. Not a whole dungeon, but a door in a dungeon can take you here) https://dl.dropbox.com/s/pb15ktwbj49gxp6/Crystal%20cave.wav?dl=0
|
|
|
|
|
109
|
Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg)
|
on: March 27, 2015, 03:10:32 PM
|
This looks awesome! keep up the good work.
Looks cool so far! Are you making this from scratch or are you using an engine?
Thanks guys! :D I'm making it with construct classic. It is an outdated and very buggy editor. It's like gamemaker, but really buggy, lol. If people are experiencing compatibility/performance issues after release, or I, by some miracle, get to port to consoles, I will port it to gamemaker first. Any games I work on after this will also be made in gamemaker, or unity. So yes, I'm making it in an engine, but I'm not using many pre-built features. I didn't just slap a 'physics object' on to my entities. I am coding everything from scratch. All the editor lets me do is easily make objects, draw with a built in sprite editor, and easily program with a drag and drop event system. But like I mentioned in my introduction post, I know "actual" programming, so I should be able to pick up gamemaker and unity fairly quickly. As far as I know, my game is the biggest game made in construct classic, with towerclimb being a close second. I'm friends with the dev of towerclimb, so he got me interested in construct, but we both agree it's outdated, buggy, and pretty much shouldn't be used anymore. So... don't use it. You're better off with construct 2 or gamemaker. Or unity/Unreal if you're a smarty pants. Of course, I love gifs, so here's what it looks like when I work on the game. This is something I would think is really interesting to see from other people's point of view. I'd love to see this kind of gif from other devs   The event system is just one LOOOONG list of events and actions. There's lots of categories and nested expanding lists. It can be a bit confusing, so I have notes for almost everything. Before any super observant people tell me my player is a premade/built in "platforming" object, I know. I will be removing that, and writing my own platforming code from scratch. The built in code interferes with grappling hooks, and I'll need the extra control over player physics later on when I add more items. Other than that, I'm pretty sure everything else is just a sprite with it's code completely written by me. No pre-written code. I'm trying to stay away from pre-made game objects. They're not healthy. This was a super long response to your question, but I wanted to talk about the editor at some point. I took the opportunity 
|
|
|
|
|
110
|
Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg)
|
on: March 27, 2015, 11:16:11 AM
|
I've been pretty busy with my personal life lately, but I've been working on text boxes here and there when I can. I need to get text boxes working before I start on the inventory!  Here's the font. These are all the characters supported for now. I can easily add more if I need to, but I don't think I'll need any characters other than these. Maybe parenthesis.... we'll see. Oh btw, that last character is a dollar sign $.  I made a little command system inside of text boxes, so I can dynamically change them. I think there's a name for these little "text box commands" but I don't know what they're called. This is used in a lot of games, but I loved how paper mario did it. All the text in that game showed lots of emotion, so that inspired me to do something similar. Here's the actual text that the text box is processing: "Check out how dynamic this text is!*P20 I can change the speed to talk *S15 really slowly *S5 or it can*S15 ...*P30 *S0 print the whole text box in 1 frame!*P100 *S5 I can also make *r5 rainbows *r0 with *r1 different *r20 speeds!*r0 *P20 I can put pauses in, so...*P50 dialogue can show*S12 ...*S8 *P30 emotion*P70 or*P70 *S2 something like that.*S5 *P70 I can make the text *c"+str(rgb(255,0,0))+" any *c"+str(rgb(0,255,0))+" color *c"+str(rgb(255,255,255))+" you can imagine!*P50 I can even change the color of the *S0 *P10 BOX!*S5 *P50 Let's try *P10 blue-greenish. *C"+str(rgb(0,255,200))+" *P50 NICE!*P50 *c"+str(rgb(100,0,255))+" I can make text *s8 shake, *s0 with *s12 different *s30 speeds!*s0 *P30 *c"+str(rgb(255,180,0))+" I've still got a lot more things to add, like different ways of actually printing the text.*P20 These text boxes will be*P20 *S1 *s20 *r8 AWESOME!"*P=pause length *c=text color *C=box color *S=print speed *s=shake speed *r=rainbow speed I'll be adding a few more commands, like print styles. So I can have characters print by starting at 1 pixel and growing, or having them float down, or having them fade in, or rotating in, or.... any combination of the above! It'll be super cool. These text boxes aren't just for dialogue, even though it looks like it. I can have the text box print instantly, in one frame; change the size of the text; make the actual box invisible. So these text boxes will be for everything, like dialogue from npc's, and menu and hud text. I've never made text boxes before, so I don't know if it's the best way of doing it. I didn't do any research at all, cause I couldn't find any articles about it  I don't really feel like explaining how they work, lol. But if anyone's asks, I will. I also want to add animal-crossing-like voices to dialogue. So rather than each letter making a "tick" sound, I can have it play a sound file specific to that letter. So it'll *kind of* sound like text to speech. You will be able to vaguely make out words just from listening to the text print out. But as for me, I'm busy moving house and doing other... adult-ish things. If I were you, I wouldn't expect amazing progress with the game in the next few weeks. But I'm always writing down new ideas and thinking about how to program them even while I'm not actively working on the game. Thanks for reading :D
|
|
|
|
|
113
|
Community / DevLogs / Re: Project Q!
|
on: March 13, 2015, 11:16:47 AM
|
Damn.... I have like no knowledge of graphics programming at all. I wish I could do stuff like this  But good job! This is very impressive to me 
|
|
|
|
|
114
|
Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg)
|
on: March 09, 2015, 06:40:01 AM
|
I know I said I'd work on the inventory, and give the physics a break. But I couldn't help myself. I've optimized the entity physics to a ridiculous degree and I had to show off the gorgeous results.  I never mentioned this, but my game supports slow motion. Slow-mo will chime in when you go to the equip screen and when using some items. The sound also changes in speed/pitch, and it sounds awesome. I'll post some videos eventually  So here's me spawning lots of gold and altering the timescale.   Also, I've got these nice outlines on entities  I just realized how much smoother the gifs are when I make them small, so I'll be doing that from now on. The game was running at 60 fps for most of this, but I was watching game grumps in the background... and the game will never even come close to having this many entities moving around at once. The physics also turns off when the object is stationary. So basically, physics should pretty much never slow down the game. Ok... NOW I can work on the inventory 
|
|
|
|
|
118
|
Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg)
|
on: March 06, 2015, 01:44:07 AM
|
Huh really? I would think just the opposite. It seems like kickstarter is more about the ideas, and getting the funding to make those ideas a reality, and greenlight is more about deciding if the game looks good enough to be on steam. Like, people would see it on greenlight and say "What is this blue square about? Looks like more indie garbage on greenlight to me". I don't really know though... that's just how I see it. But if it's something you'd vote yes to on greenlight, I'll think about doing that soon. 
|
|
|
|
|
119
|
Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg)
|
on: March 06, 2015, 12:22:56 AM
|
Thank you very much, sir  The amount of positivity for this game is really making me happy.  I love you guys, lol. It's really helping me push through my ambitiousness, if that makes any sense... I'm bad with words  I might be pushing it here, but does anyone think it could be ready for greenlight/kickstarter? Everything is super basic, but it seems like the ideas of what the game will be when it's done are coming across well. If not, that's fine, I'll obviously keep working on it. I just hope I can start a greenlight page before valve takes away greenlighting. Edit: Just to be clear, I'm getting a lot of positive feedback outside of the forum, too. Overall, more than I expected to have at this point. It's awesome XD
|
|
|
|
|
120
|
Community / DevLogs / Re: Songbringer - A sci-fi Zelda-like
|
on: March 05, 2015, 07:02:53 PM
|
I like the style of the title, but I think the shading could be changed. It seems like it's just too dark in places. Like, I don't really understand the shading on the N's. I think you could brighten it up a bit. Use more of that bright yellow! The particular font you're going with is totally fine. And cool. Hope I helped  Edit: The B and the R are brighter than the other letters, but the other letters should be just as bright.
|
|
|
|
|