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Community / DevLogs / Re: Return of the Obra Dinn [GDC 2016 Demo Build]
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on: May 02, 2016, 03:35:20 PM
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I would like to have an easy way to "cancel" or skip a memento if, for example, I already saw it. If the Memento Mortis is still rewinding, you can simply click again to cancel. If you're already in the flashback, you can go out the magic door in the wall of haze on the deck. The door won't be there on the first playthrough of a flashback, though. Sometimes I see something like a "tv static" on doors, I don't know if this is intentional. This is to illustrate that a door which was previously closed has now been opened thanks to the power of the Memento Mortis. Thanks rjw801, I'm aware of those things you mentioned. The thing is, playing the game myself and talking about it with some friends I noticed that I'm not the only one who found this two aspects a little odd. But, yes, it is going too much into detail, nothing about the game is really "bad"  Bye!
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Community / DevLogs / Re: Return of the Obra Dinn [GDC 2016 Demo Build]
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on: May 02, 2016, 10:08:09 AM
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I just played the GDC build and I must say: The game is fucking awesome!! When I reached the end of the demo I left the game just wanting to play more. Some feedback: - I would like to have an easy way to "cancel" or skip a memento if, for example, I already saw it.
- I really like the art style but being 2 colors combined with 3D I found myself a bit lost sometimes, like if I'm playing "Red Alarm" on Virtual Boy.
- Sometimes I see something like a "tv static" on doors, I don't know if this is intentional.
Great game!
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Community / DevLogs / Re: A game about the sea and a fisherman
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on: January 12, 2016, 02:20:08 PM
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A little about fish generation.Basically, the fishes are made of: Each part is selected randomly, make every combination a differente fish. So, I can have 100 heads, 100 bodies and 100 tails, which adds to 1000000 possibilites! But, there is more. This combination changes not only the fish appearence but other attributes such: - Name
- Abilities
- Frequent locations
So, for example, head: 1, body: 15: tail:90 This numbers are used to get the spritesheet index and form a full fish. Then, the name is made with 3 parts so, for example, 1 means "King", 15 means "Stinky" and 90 means "butt", so this fish is "King Stinkybutt" that has 10p of agression, 5p of speed and 15p stamina and is a fish that can only be found at certain distance. That's it. Next post: More about the map.
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Community / DevLogs / Re: A game about sea and a fisherman
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on: January 09, 2016, 10:26:34 AM
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Hi again!! This is how the game looks right now. Please remember that this is a really early stage  Hooking system You caught a fish message The map Basic gameplayThat's it. Next post: More about the game design & the mechanics.
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Community / DevLogs / A game about the sea and a fisherman
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on: January 08, 2016, 07:19:21 PM
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Hi! This is the devlog for my WIP project. It has no name yet but, it is about the sea. I know that nobody it's going to read this but it serves me mostly in order to see the progress and, when I the game is done, it would be nice to see how it started  So, in order to document the whole process, first things first. The Idea- The main idea is to make a game that involves being at the open sea.
Capturing the owerwelming felling of being alone on a boat/ship facing the secrets that the ocean can hide is the main point. Brainstorm- Top down game where you control a ship/boat
- Infinite procedural world
- No action based but some action could be involved
- Exploration centered
- Metroid-like map
- Harpoon fishes to buy things
- Produrally generated fish species
- Storms,mist,others
- Pirate attacks
- Sea monsters attacks
- Mainly quiet, with almost no music or fancy sfxs
- Lighthouse--> Save point
The NameVisual StyleCaught fishes tracking - Something like the "fishopedia" in Vlambeer's Ridiculous Fishing
 That's it. Next post: Some pics & early gameplay.
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Community / DevLogs / Re: Shotgun Sunset
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on: March 27, 2015, 03:54:30 PM
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Looks like it could be fun. The sound effects definitely need work. I watched a few videos with headphones on and, well, to be honest - it hurt.
Hi. Yeah, that's a weird thing that happened when I recorded the videos with "Action!" (they got a really high volume, I don't know why) but, the sound in the game is ok.
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Community / DevLogs / Shotgun Sunset
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on: March 27, 2015, 03:38:53 PM
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>>> PLAYABLE DEVELOPMENT BUILD HERE <<<
WARNING: Very loud sounds. I'm going to fix that in my next videos! Some content may change in the near futureIDEAI want to make a fast paced rogue-like local 2 players battle versus, with focus in action, strategy, blood and guns. I imagine this game being played at a party, or maybe by two friends at home, sharing a couch. Some gameplay: Main Title Kill your opponent round Five seconds of grace, before die Stab each other roundIt's western themed, as you can see in the captures. Don't kill the clones. Mayhem!!!GAMEPLAYThe game centers around winning 5 rounds. The first player who wins 5 rounds, wins the match. Each round has an objetive, that is randomly chosen. Some objetives involve time limit, some others not. When a round with time limit ends, it doesn't actually ends, it starts spawning a) killer worms or b) slime boss Also, levels layouts and look&feel, players and guns are randomly generated. This random component makes each match practically unique. Guns are ammo limited so, you can actually run out of ammo, leaving the player with no guns but their bare knuckles. In most of the rounds, dying is not inmediate. So, when a player lifes counter gets 0, this player gets a 5 secs chance to get a medkit. If a player in this situation doesn't get a medkit or get another shot/hit, it will die. Controls supports gamepads and keyboard but, it's highly recommended to use two gamepads. ROUNDS- Kill your opponent: Normal guns. 3 lifes. Time limit 35 secs.You have to kill you opponent with your randomly selected gun. Destroying tiles will spawn guns, medkits and ammo. If time is up, a boss or a colony of deathly worms will attack both players. - Stab each others: Knife gun only. 3 lifes. Time limit 40 secs.You have to kill you opponent using a knife. Medkits will spawn, but no others weapons. If time is up, a boss or a colony of deathly worms will attack both players. - Don't kill the bunnies: Normal guns. 3 lifes. Time limit 60 secs.This is a Kill your opponent variant. The rules are the same but, if a player accidentally kills a bunny, the round is over and the "bunny killer" loses. - Don't kill clones: Normal guns. 1 life. No time limit.This gameplay is very similar to a game called thief town. Lots of NPCs will appear and move around and, the players need to find out which one is the real opponent a kill it. Killing a "fake" or a "clone", makes the player lose the round so, players need to carefully plan their attack! - Collect coins: Normal uns. Infinite life and ammo. No time limit.With no real "death", the player who collects more coins (out of five) wins the round. Receiving bullet impact will make the player lose all their coins. - Start with no guns: Bare knucles fight. Guns may spawn. Time limit.This is another Kill your opponent variant. The main difference is the fact that players starts with no guns (bare knucles is the default gun) so, players must rush to get a gun or, try to make a kill by punching the other. - One shot: Normal guns. 1 life. No time limit.It's Kill your opponent but, you only need one hit to make a kill. - Mayhem (very rare): Normal guns. 3 lifes. No time limit.This is a "survive if you can" variant. The deathly worms and the slime boss will spawn making difficult to survive. Will players focus on killing the NPCs or take advantage of the situation? NES STYLEI'm trying to give the game a retro 8bit style, using a NES palette and rudimentary pixelated graphics. This is the palette I'm using: FEATURESRandom characters Guns Bunnies Eight round objetives Explosions Monsters TOOLSI'm using GameMaker Studio, Audacity for music/sounds and Aseprite for sprites assets. Sound resources are from OpenGameArt, mostly.
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Developer / Playtesting / Re: Super Intergalactic Gang (deluxe) - No Brainer - SHMUP
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on: March 02, 2015, 04:40:03 PM
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Typo: There seems to be a word missing in the initial story. It says "is the Milky Way" rather than "it is" or "it's"
The Jupitron skin looks awesome.
I planned on playing with the keyboard, but when I started it had my gamepad set as Player 1. I couldn't seem to undo my Player 2 selection or get back to the menu from that screen.
I really don't like how the title screen music starts. In fact, I hate it so much that I almost turned off music and missed out on the good stuff, because that track gets really good later on. I wish the beginning was cut off. The music in-game was good too.
The first "boss" (the big red eyeball squid thing) was far too easy because it couldn't hit me at all. I just destroyed all its bullets.
It would be nice if the enemies moved around more or had a wider variety of movement patterns.
It was unclear how the death ray worked. I made it work once while playing with the gamepad, but I don't know how I did it.
The huge thing that comes from behind always looks like it's going to do damage to me, but I don't think it actually does. I don't really know what the purpose of it is.
I like how I can power up for an explosive attack. I love the selection of weapons (except for the missile, which felt far too slow). Even melee weapons?? That surprised me, and I enjoyed the change in gameplay style.
I think the only actual bug I encountered was that the interface and HUD weren't drawn properly. It was like the GUI thought my screen was around 1380 x 790px, so the menus, lifebar, etc. were drawn in the upper-left part of my screen. Very strange.
I'm still not a fan of the visuals (apart from that Jupitron character which is great) but I found the game pretty fun for the most part. Apart from my death-ray issue, the game played well with both keyboard and gamepad.
Thank you for your time, for playing and for the feedback. I'm going to reply some parts: Typo: Ups! I'm not a native english speaker so, that happens...  Thanks! Difficulty curve: The first levels are easy, enemies, bosses, etc. Then it gets harder, more movement patterns bosses get more complicated, with different attacks. The GUI bug: Thats weird, I would like to test this, which size is your screen? The thing that comes from behind: The idea was to put some enemies in the back (hardly visible and black) and some others on the front, like they are flying really close to the camera... May be it is not obvious enough. The good parts: I'm glad that you at least enjoyed some parts of the game, and I'll work to improve the bad parts. Thanks a lot!!!
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Developer / Playtesting / Re: Super Intergalactic Gang (deluxe) - No Brainer - SHMUP
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on: February 24, 2015, 03:49:33 PM
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Well, I really don't like seeing sprites of different resolutions next to one another in a game...but I imagine that's just part of the style and other than that it looks good.
I'm not sure this is the right forum for short videos and screenshots...unless your playable version is coming very, very soon? I'm interested in trying it.
Hi!! Ideed, I'm finishing some details and this week, I'm going to upload a (almost)final version. Yep, the sprites different resolutions are part of the "messy" style (also I get inspiration from Super Time Force) and, it's caused by scaling (zooming) like here:   or,  Thank you for your comments!
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Developer / Playtesting / Super Intergalactic Gang (deluxe) - No Brainer - SHMUP
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on: February 23, 2015, 12:07:45 PM
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~EDITED Hi folks!!! Check it out on STEAM!http://store.steampowered.com/app/429260/      https://v.cdn.vine.co/r/videos/D1A9FAC5431176587524609851392_3c9b602875b.1.5.3771278359398687262.mp4?versionId=s7jks2L1PSi61NryPNI5lFdljk0dyULII decided to start a post here, to show this (almost done) game to the world and, hopefully, get some playtesting feedback. NOW I'm polishing things, fixing some bugs and, making a promo/trailer video.The main idea is to create a super fun no-brainer shoot'em up. The concept is, 'Just sit, relax, press some buttons and have a good time' In order to acomplish that, what I'm creating is a game with this features: - Slow motion ability (Time Distort) - An extense list of characters (featuring movie/comic/video game/ characters) - Lots of guns (up to 11 including, machine guns, arrows, homing missiles, rayguns) - Tons of different enemies - Cool bosses - Frantic speed - The possibility of 1P or 2P co-op - Randomness (the levels are populated procedurally) - Powerups. Every time you beat a boss, you can select between 2 powerups (like Nuclear Throne, for example) - Pixel graphics - Chiptune music - Awesomeness?  The game is going to be published on itch.io, as a free game. Here are some more pictures to give you an idea of what is all this about. If you want to receive an early version, just send me a message, or e-mail (martincerdeira{at}gmail.com) it would be great!! Enjoy!!! More pics: http://forums.tigsource.com/index.php?topic=46504.0
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Community / DevLogs / Super Intergalactic Gang (deluxe)
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on: February 23, 2015, 08:46:00 AM
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Hi folks!!!    https://v.cdn.vine.co/r/videos/D1A9FAC5431176587524609851392_3c9b602875b.1.5.3771278359398687262.mp4?versionId=s7jks2L1PSi61NryPNI5lFdljk0dyULII decided to start a devlog to show this (almost done) game to the world and, hopefully, get some playtesting feedback. NOW I'm polishing things, fixing some bugs and, making a promo/trailer video.The main idea is to create a super fun no-brainer shoot'em up. The concept is, 'Just sit, relax, press some buttons and have a good time' In order to acomplish that, what I'm creating is a game with this features: - Slow motion ability (Time Distort) - An extense list of characters (featuring movie/comic/video game/ characters) - Lots of guns (up to 11 including, machine guns, arrows, homing missiles, rayguns) - Tons of different enemies - Cool bosses - Frantic speed - The possibility of 1P or 2P co-op - Randomness (the levels are populated procedurally) - Powerups. Every time you beat a boss, you can select between 2 powerups (like Nuclear Throne, for example) - Pixel graphics - Chiptune music - Awesomeness?  The game is going to be published on itch.io, as a free game. Here are some more pictures to give you an idea of what is all this about. If you want to receive an early version, just send me a message, or e-mail (martincerdeira{at}gmail.com) it would be great!! Enjoy!!!
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