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1411284 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 03:16:46 PM

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81  Community / DevLogs / Re: The Tower! [Squad-based roguelike and tactics] on: May 16, 2015, 03:24:27 PM
Oh fuck yes. This looks cool.  Gentleman

Is there a percentage of chance to hit that I'm seeing?
I hate random chance in turn based games Tongue
I hope you make it work well!
82  Community / DevLogs / Re: Songbringer: a proc-generated sci-fi Zelda-like - Kickstarting in progress on: May 09, 2015, 05:36:41 PM
Oh yeah. Look at that logo! So much better than before  Gentleman
83  Community / DevLogs / Re: Songbringer: a proc-generated sci-fi Zelda-like - Greenlight stats! on: April 23, 2015, 04:40:17 PM
Congrats man! TAKE ALL THE TOPHATS Gentleman My Word! Gentleman My Word! Gentleman My Word!
84  Community / DevLogs / Re: RogueWorld on: April 23, 2015, 02:32:25 PM
I messed around with some effects yesterday.





Welcome to barfs-ville

I turned off lighting just so you can see the effects better.
These are only a few of the effects I can use with construct classic.

The possibilities of where to use these are overwhelming!
I'm thinking I can use some as debuffs, so an enemy can throw a stun grenade-ish thing at you, and make the screen go all wavey for a few seconds. That effect REALLY is nauseating, lol.

I'll probably use the pixelize one for transitions through doors.

I also want to have a "glitch" level feeling. So sometimes when you enter a dungeon, the game will seem glitched. So every once in a while, it'll put on one of those glitchy effects for a few seconds. This level feeling does a lot more than this, like placing invisible blocks, randomly changing colors of blocks, moving HUD elements, changing the scales of enemies. It'll really feel like you're going insane, lol.

Of course, I can alter these while the game is running. So I can do things like change the color of the screen when low on health, or blur the edges of the screen, etc. SO MANY POSSIBILITIES!
85  Community / DevLogs / Re: RogueWorld on: April 22, 2015, 01:08:44 PM
I must say, the game looks absolutely AMAZING.
For you to be doing this on your own, you must be really dedicated to seeing this through.  This really inspires me to go out and make games on my own!

The artwork shown in the last gif is amazing, and I look forward to seeing more of RogueWorld in the future  Smiley

Thank you so much!  Grin
Yeah, I'm very dedicated to this game. Even if I had to start from scratch, I'd do it again.
This game needs to get made. It just seems like a game I could play for the rest of my life and not get bored with.
It really means a lot that this has inspired you to make games Grin
86  Community / DevLogs / Re: RogueWorld on: April 22, 2015, 01:40:06 AM
Oh my god. Nobody was replying for like the whole day and I was super sad  Sad
Thank you to aamatniekss for bumping it Beer!
Thanks so much guys Grin
I'll be making it less busy looking, since the game will be pretty action-heavy. I want enemies and pickups to be easily see-able. Hopefully I won't make it look worse in the process.
And yeah aamatniekss, the character is just the test-sprite, like I said. I've been putting off the job of designing the main character, cause that's reeeaaally important, and I just don't feel like tackling that yet.

So, just to elaborate on this... This is the jungle dungeon. There will be 10 dungeons in the game. I'll list them here. They might change, but this is what's planned-
-The Jungle
-The Abyss (underwater dungeon)
-The Stars (space)
-The Crypt (like a diablo dungeon)
-The Volcano (lots of lava)
-The Bitlands (this dungeon is all retro and video game-y)
-The Frigid (ice dungeon)
-The Desolate (desert dungeon)
-The Tower (dungeon inspired by my favorite game "towerclimb". It'll be like climbing a huge tall machine)
-The factory (final dungeon, can't talk about it *story spoilers*)

Then there's the final boss.

I've pretty much got the whole game planned out. It's just gonna take a long ass time to make it Cry
87  Community / DevLogs / Re: RogueWorld on: April 21, 2015, 12:04:13 PM
I've been super busy working on graphics lately.

*gif may take a bit to load*
Still lots of work to do. And lots of optimization.
Character is still the test-sprite.
The fire is dynamic and spreads.
88  Community / DevLogs / Re: Dash & ATLAS [Pixel Platformer] on: April 17, 2015, 11:05:16 AM
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.
89  Community / DevLogs / Re: Dash & ATLAS [Pixel Platformer] on: April 12, 2015, 09:55:44 PM
I really like your health bars Smiley. I'm actually inspired to re-do mine now  Beer!
90  Community / DevLogs / Re: RogueWorld on: April 11, 2015, 10:52:13 AM
I'd say design #1, it seems the best for the style of game you're going for.  Even with the belt buckle though, he still looks a bit generic, so maybe you should try making some alternate designs/variations of design #1?
Thanks. Yeah, I know it's generic, I just wanted to get the shape down before I worked on the actual design  Smiley
I guess it would be easier to show armor with different types of helmets instead of body armor, so i'd choose large head and small body. Smiley


Holy hell that's awesome! hahaha. The armor system I'm making will have pieces for Helmet, chestplate, gauntlet, and greaves. I think I can get away with that, even with the small limbs. But the helmets will be the most detailed, so yeah, the large head should make that pretty easy.

How long did it take you to draw that? I wish I was that good.
91  Community / DevLogs / Re: RogueWorld on: April 10, 2015, 09:43:40 PM
1st one is good ,looks healthy. 4th is kind of weird , he is probly sick or something.
Lol, excellent response. Very constructive. Thanks. I think number 1 it is!
Time to animate and rig up some kind of multi-body-part sprite attachment thing.
I gots to be able to attach objects like armor and clothes to certain body parts.

I'll be sure to get #4 some vitamins  Beer!
92  Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg) on: April 10, 2015, 08:54:13 PM
I like the 1st & 4th, but those two seem like they may be more difficult for you to display emotion on their face. Be interesting to see how you would execute it.
Ok. So far number 2 and 3 are out. Now I have to choose between 1 and 4.
I'm not as concerned with emotion as I am with the shape of the player.
It has to feel right. I feel like number 1 feels better. It feels more aerodynamic, like a ball bouncing around. I probably should have jumped around more when I showed the first one off.
93  Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg) on: April 10, 2015, 05:57:36 PM
Being new has nothing to do with your personal taste in sprites. Grin  Thanks for the feedback Gentleman and you too, turkey.
94  Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg) on: April 10, 2015, 03:13:59 PM
Since I didn't get a SUPER DUPER OVERWHELMINGLY POSITIVE RESPONSE on my previous character designs, I've tried some more. I'm just trying to get the shape of the character set in stone, I'm not worrying about the look. So I gave these guys all the same clothes just to make it easier to pick your favorite shape. g


I like the first one the most, than the 3rd, 4th, and 2nd.
Which one do you guys like? Please, I need your help!  Beer!
95  Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg) on: April 07, 2015, 03:14:13 PM
Ok I was getting a bit creeped out by the eyes. I made it even more simple now.
Here's the kinds of emotions I can put on the player. I also gave him a backpack and a gun, just to see what it would look like. Again, the color of the player can be chosen at the start of a run.

In-game:


*the minimap doesn't actually work yet, it's just a mock-up sprite.
Actually most of the HUD will change. That's for later.
I like this character.

Also, let me mention, the idea is that the character starts off simple, then vastly changes by the end of the run, like in Isaac. That's why I'm going for a simple design. The player can design the character by the choices they make throughout a run.
96  Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg) on: April 07, 2015, 12:51:48 PM
Nice game concept so far OP, though I must say seeing the main character's image completely changed the feel of your game.
Thank you.
I figured that would happen. Is that a bad thing? I'm sure people didn't expect that this is the art style I was going for. I want it to be simple. I don't want it to be Kiddy. If it comes off as childish, let me know, cause that's not what I'm going for. There's going to be blood in the game, but like spelunky, where you collect it.

Look at cavern kings, spelunky, skytorn, avalanche 2, nuclear throne, path to the sky.  Bright, colorful, crisp, simple. That's the style.
The styles I'm trying to stay away from are risk of rain (too grey), binding of isaac(good pixels, but too dark), catacomb kids (too dark, bad looking pixels), magicite (too much glow, weird polygon based animation), vagante (dull colors).
Everything is gonna have black outlines too, for extra crispness!

Edit: You'll probably see more of the style I'm going for when I add more enemies, weapon, items, and areas.
97  Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg) on: April 07, 2015, 11:42:08 AM
Thank you for the response! I haven't quite figured out the pacing and length of a run yet, so that's all just early plans. I will make sure the game isn't too punishing, so if that means throwing away permadeath and just having the player lose some money/items when they die, then that's how it'll be. I was always iffy about my plans with permadeath. I want death to mean something in this game, because even though there's a money penalty in terraria, I find myself being pretty careless about my health. Rogueworld's health system will be like spelunky, where every hit counts. But I also want to make sure death counts as well. My planned solution was to have lives, like mario. But I might have to change that a bit. Maybe I can make the player lose their weapons, or items, or have death effect the home town in some way.
Just trust me, I have the same concern you do, the "perma-death but with lives" is just a system I wrote down to keep the "Roguelike" genre intact. I expect the game to be similar to the length of a terraria run, which I consider "done" once you get all the best weapons and armor. If people are many hours into the game, with a super awesome home town, crazy weapons, and all the best gear, then they die and lose everything for good, I can understand why they'd be frustrated.

I'll come up with something that works Gentleman
98  Community / DevLogs / Re: Rogueworld (A roguelike platformer/shooter/rpg) on: April 06, 2015, 08:14:58 PM
Ok first attempt at creating an enemy.

These are gledges. (The name comes from an inside joke). These are basically "slimes".
The reason I went with this moving animation was for a personal challenge. I wanted to see if I could make an animation with a kind of complicated loop. The enemy is actually moving when it plays the animation, then at the last frame, it moves it a bit so it lines up with the next loop. It basically took me the whole day to start and finish this.

They are luminescent. They glow, so you can see them at the edges of the screen where your light is out of range. They drop jelly when killed. Different colored gledges will drop different colored jelly with different effects. You can either walk into the jelly to gain the buff immediately, or use a bottle near it to bottle it up for later use, like a potion. Jelly can also be found by breaking pots and other destructible objects. Jelly effects include: Healing, agility (run faster), rapid (double fire rate), acid (hurts the player but can be bottled and thrown at enemies to deal damage), and more.
I'm re-doing the character and gun systems. So, even though there was some gun and enemy stuff in my first post, that was old and didn't work well. I'm going to utilize the same super optimized entity system for enemies. I should be able to have loads of enemies on screen!

I also have a character sprite as you may have noticed. I want to go for something simple, like kirby. Also, the character's body and face will be separate sprites. So I'll be able to change the player's emotion while also playing any animation. So I can have it look hurt when it's low on health, or have it scared when a certain event triggers. The color of the player can be chosen when starting a run, and I might put in multiple face types too. Like.... girls... for instance. I plan on having equipped items show up on the player. All I have so far is the walking animation. I want to make sure people don't absolute hate it before I continue work with this character.

I think he's cute and simple. His hand is sticking out to hold weapons. Some of you were probably expecting a more... human looking character. Like terraria or something. But I want the character to be square-ish. Kind of like super meat boy. Like a square kirby.

Also (I say that a lot), I have smooth camera transitions. The camera will zoom in when you open the inventory, I wanted it to look nice.

Feedback for this stuff is greatly appreciated. I'm not good at art!  Concerned
Edit: Forgot to talk about my text boxes, but I've been working on them too. They're almost done! Boy... I really have problems focusing on one task at a time. I just work on whatever I feel like, lol.
99  Community / DevLogs / Re: nEgg: 3d engine for the n64 on: April 05, 2015, 07:14:44 PM
LUL is that an EEE pc? Awesome! I had one of those as a kid. Except I put windows on it. Ran like shit.
100  Community / DevLogs / Re: nEgg: 3d engine for the n64 on: April 05, 2015, 06:50:38 AM
That's a little sad, but it'll make it much better in the long run. Please don't give up! Grin
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