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41  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like (Tech Demo Available) on: September 14, 2016, 12:45:43 PM
Hey just tried the demo and i have a few inputs:

Menu:
Selected / highlighted button isnt immediately shown, have to scroll down once on the joystick before it gets highlighted

That's more to do with Unity needing input from a controller to recognize it first, will see what I can do to have a button highlighted by default though. Thanks for telling me.

Enemies:
First enemy kinda has too much hp for my liking, 9-10 is abit too much. It took me a couple of deaths to kill it and idk if its a miniboss, but it kinda kills the flow of the game to stay there for so long.

Crawler enemy also has alot of hp, same issue.

Good point, I'll see about changing the HP value. They're a bit high since there are upgrades that increase damage output, like the missiles, and Frost Core (Ice Beam) for the beams.

and yea it feels too much like metroid for my liking, i would like to see a unique touch to the platformer genre, or something that doesnt remind me that much of metroid, but hey thats apparently another discussion Smiley

otherwise its a good tech demo, i dont have any issues with the physics or the overall implementation of things Smiley gg

My aim was to get it to feel as close to Metroid as I can, so I guess I succeeded there Smiley
I'll be adding unique things as I finish the base engine though, currently I'm getting ready to apply to present at an expo in my country so I'm busy dealing with polish, optimization, and bug fixes rather than adding new features right now.

----

Thanks for the feedback!  Gentleman The more people that play and let me know their genuine opinion on the tech demo, the better I'll be able to make the game.  Smiley
42  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like (Tech Demo Available) on: September 11, 2016, 07:22:27 PM
https://nitl101.blogspot.com/2016/09/dev-log-22-demo-update.html

Updated tech demo release.

Big updates, many changes. Working towards showcasing at the Infogamer Expo in Zagreb in two months!
43  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like (Tech Demo Available) on: September 06, 2016, 08:56:41 AM
Demo is still available to anyone who wants to try!

Been making some minor changes to the game that are not in the present build yet.

- Changed enemy damage frame colour
- Increased Beam projectile speed
- Increased length of player projectile collider box
- Increased the amount of time you have to walljump after hitting the jump button from 0.1 to 0.2
44  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like on: September 01, 2016, 06:20:47 AM
http://nitl101.blogspot.hr/2016/08/dev-log-21-tech-demo-v092-release.html

The tech demo is released! For anyone interested, please give it a try. Currently it is Windows only (64-bit).
For more information check out the dev log.

Enjoy!

Fixed a major bug to do with quitting the game from the pause screen. The demo should be bug free now.
Also changed the "ReadMe.txt" to include the control bindings for people who don't bother looking at the input manager when booting the game up.
45  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like on: August 31, 2016, 06:56:39 PM
http://nitl101.blogspot.hr/2016/08/dev-log-21-tech-demo-v092-release.html

The tech demo is released! For anyone interested, please give it a try. Currently it is Windows only (64-bit).
For more information check out the dev log.

Enjoy!
46  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like on: August 27, 2016, 06:03:14 PM




Just some enemies from the game, along with the player.
47  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like on: August 25, 2016, 06:47:11 AM
good luck'ms

I like  the pixel art you have here but your game look more metroid than your own. Usually metroidvania refers to Metroid&Castlevania combination and this game looks more like pure metroid. Imo This genre should just called action-adventure video game.  



I just hope I dont sound rude because I really dont wanna be that guy.




i mean sure but my point was more that "metroidvania" is a dumb term than anything. which isn't anyone's fault and it's the one people use so you SHOULD use it. had nothing to do with picking nits on this guy's use of the term, and i apologize if my wording suggested that. hoping he does well with it actually!

tbh this seems like it's coming together! it's very clearly inspired by metroid in a very specific and direct obvious way. good luck with you pulling that off.

This thread was not made to make points about terms of genres and how clever or stupid they are. People use the term Metroidvania for this type of game so I used it as well, simple as that. Gentleman

---------

In other news, use the morph mode's jump ability (provided by the Jump Booster) to quickly navigate through small passages.

48  Community / DevLogs / Re: NiTL - Pixel Art Metroidvania on: August 23, 2016, 04:23:11 PM
How does the chain jump upgrade work? Does it give you a double jump in midair or can you jump infinitely many times in the air?

You can jump infinitely in the air, but there's a delay between jumps so you have to time it right for maximum effectiveness.
49  Community / DevLogs / Re: NiTL - 16-bit Metroidvania on: August 23, 2016, 07:33:58 AM
Looking forward for that demo, I want to try it out!

I'm glad you're interested!

Here's concept art that someone made a while ago, it's currently my desktop wallpaper and has been for around 9 months so far.

50  Community / DevLogs / Re: NiTL - 16-bit Metroidvania on: August 20, 2016, 11:47:58 PM


51  Community / DevLogs / NiTL - Pixel Art Metroid-like (2 Tech Demos Available) on: August 20, 2016, 01:40:10 AM





Hello everyone,

I've been making my game which is currently called NiTL in Unity since roughly mid-July 2015.
At the end of August 2016, I released my first ever public demo.

I programmed everything from scratch myself in C#, for art I have a freelancer that I commission when I save up enough money

On the development team are three people, Luka (me), and Michael (the freelance artist).

I presented NiTL at one of the biggest game and game development expos in Europe, located in Zagreb, Croatia in November, 2016.

Planned platforms are PC, Mac, and Linux.

So far the development has been nearly entirely self-funded out of my own pocket, but we've gotten a couple donations.
If I see NiTL getting some interest I will do a kickstarter/indiegogo campaign because the money would really help us a lot with everything.

Here's a list of features so far, in terms of player abilities and enemy types.


     Player

        Missile Expansions (Allows missile fire and increases max missiles)
        Morph Mode
        Morph Bombs
        High Jump
        Morph Jump
        Chain Jump
        Charge Beam
        Ice Beam
        Plasma Beam
        Wave Beam
        Speed Booster
        Environmental Shield
        Energy Tanks (Increase Max Energy)
        Wall-jumping

    Enemies

        Crawler Snail
        Diving Bat
        Runak
        Wallask
        Hive Mines
        Flying Armour

    Environment
        Damaging Lava/Magma
        Superheated/cooled atmosphere
        Crumble Blocks (destroyed when stepped on)
        Missile Blocks (destroyed only with missiles)
        Bomb Blocks (destroyed with bombs only)
        Fake Blocks (destroyed with any weapon)
        Speed Blocks (destroyed only by high speed impact)
        Save Station
        Doors

    Miscellaneous
        Auto-map (keeps track of position and automatically creates map of explored rooms)  
        Pause Screen with viewable map
        Full controller support
        Full support for Windows, Linux, and Mac


For anyone interested in following the development, you can do so on the Facebook Page or the Development Log

If you want to help us develop the game,
The best way to do so is to simply donate, everyone who donates gets a mention in the credits and a free digital copy of NiTL to show our appreciation.

Try the free demo!

There's two tech demos available, the first original demo which was present at the Infogamer by Reboot Game Expo which was NiTL's first ever demo and public appearance. There's also the current demo which is a complete overhaul of most of the physics, mechanics, some controls, art, and a lot of optimization. Both are completely free to try! If you liked the game, please consider sharing the devlog website, liking the facebook page, or even donating!

More details to come later, please let me know what you think and if you're interested in the game!
52  Jobs / Offering Paid Work / --CLOSED-- [PAID] 16-bit Pixel Artist Wanted - 2D Sidescroller action-platformer on: June 20, 2016, 11:30:24 PM
 I've been making a metroidvania game called 'NiTL' for the past year , most of the programming is done but only some of the art is.

I need a capable artist to create the 16-bit art I need in the current style.

This is paid work, my budget is 100EUR a month and you would be on retainer paid at the end of the month after all the work for that month is done.

The game is in a playable state but it seriously lacks art:
Currently only the player, 2 enemies, the HUD and some items have proper art.

For anyone interested, comment or message me your portfolio.

You must:
- Have some example works
- Know how to draw pixel art
- Be 18 or over
- Excellent knowledge of the English language

Preferable but not a must:
- Based in Europe

Here is the devLog site for my game:
www.nitl101.blogspot.com/

Facebook page:
https://web.facebook.com/c.NITL/

Email me for screenshots and images at [email protected]
or Skype at GamerDeveloper

Serious enquiries only!

Applications have been taken in and are now closed.
53  Jobs / Collaborations / NiTL is looking for an artist on: May 25, 2016, 10:41:33 AM
                                            Hello everyone!

                                            I've been making a game called "NiTL" with a good friend and colleague,
                                          Bryan Davis, for the past year.
                                           
                                          Our previous artist quit two months ago to focus on 3D modelling, so we're in need of a pixel artist that is able to make 16-bit sprites.

                                          Short video of some graphics and basic movement

                                          Dev log: https://www.nitl101.blogspot.com/

                                          Facebook page: https://www.facebook.com/c.NITL/

                                          Most of the programming for the game is finished, soundtrack is on hold while waiting for graphics which currently I'm doing on my own.

                                          Currently the game is only for PC/Mac/Linux, hoping to release it on GOG.com by the end of the year.

                                          Genres: Action-Adventure, Platformer, Metroidvania.

                                          Serious and capable takers only, have to be aged 18 or over to work with us.
                                          Send me a message on tigsource or a message on skype (GamerDeveloper).

                                          We'll have a chat and if it goes well I can send you an old demo to try out the game.

                                          Here is some information about my game, currently under the name of NiTL:

                                          Development team of 2, formerly 3:

                                          • Me, Luka Arambašić (Lead Programmer and Designer, artist, active)
                                          • Bryan Davis (Composer, active)

                                          Some history about the game's development:

                                          Started beginning end of 2014, with me on my own checking out different engines,
                                          I wasted about a year in Construct2 and got 80% of the game completely finished before I hit the upper limit of the engine and it's restrictions started killing development, at which point I switched to Unity.

                                          After the switch to Unity (around June 2015), I had to hard-code everything from scratch. I also made massive improvements across the board, everything from performance, mechanics, responsiveness, all the way to better gameplay design and features.

                                          NiTL is still being made in Unity, all of it's code is written by me in C#.
                                          So far, a great deal of it's programming is finished, my rough estimate would be some 70%.
                                          85% of the player sprites are finished as well, along with sprites for exactly two enemies, some power up abilities, and UI HUD elements.

                                          Here is a list of what is done so far:

                                          • Player fully complete (in terms of programming):

                                          • Full Range of Movement
                                          • High Jump
                                          • Chain-Jump (Like Space-Jump, Metroid)
                                          • Normal Beam
                                          • Ice-Beam
                                          • Missiles
                                          • Morph Ball
                                          • Morph Ball Bombs
                                          • Morph Ball Jump
                                          • Environmental Shield
                                          • Speedbooster
                                          • Diagonal Aiming
                                          • Somersaulting
                                          • Sprinting
                                          • Wall-Jumping
                                          • Damage-Reaction
                                          • Upgrading Ammo and Health

                                          • Enemy Types (6 Core Types so far):

                                          • Simple AI (bi-directional movement, switches direction when encountering ledges, walls etc)
                                          • Runak (walks left and right when undisturbed, if near a player it jumps at him)
                                          • Wallask (Non-moving worm hidden in the ground, attacks the player from out of the ground)
                                          • Pipe-Cleaners (Fly out of structures at the player, can be frozen to be used at platforms)
                                          • Rinka (Kinda obvious if you've played Metroid)
                                          • Flying Armour (Flies left to right, indestructible by conventional means)

                                          • Special Block types (Fake Block, Missile Block, etc, all destructible)
                                          • Save Stations(Programming)
                                          • Fully Functional Save-Load System
                                          • Full Dynamic HUD
                                          • Hazard Rooms (superheated, supercooled rooms that damage the player)
                                          • Item Pick-Ups (Health, Ammo)
                                          • Transitionless-environment (No room-room transitions, is completely seamless)
                                          • Title Screen
                                          • Main Menu
                                          • Game Selection
                                          • Game Over Screen
                                          • Automap
                                          • Partial-Pause Screen

                                          Aside from that, Liam made a complete soundtrack for the game in FamiTracker when it was still in production in Construct2 as an 8-bit project (I was making it simpler then to have it easier to make, but since using Unity and meeting Frece I switched to 16-bit because the engine allowed much more).

                                          https://you tu.be/YilpdCJgUKQ (Link is here and fragmented to avoid giant thumbnail)

                                          Since the switch to 16-bit we are no longer using the 8-bit soundtrack in the link and it has been left on the cutting room floor. Bryan and I are working closely to create a 16-bit soundtrack for NiTL.

                                          -----------------------

                                          Here are some answers to questions you might have:

                                          Will this be a commercial game?

                                          Yes, I'll be looking to get the game published on GOG, steam, etc.

                                          What platforms will it be available on?

                                          Currently the only planned platform is PC, since Unity can export to Linux and Mac just as easily I'll hopefully be releasing it on those as well but I don't have a Mac or Linux, the only person I know with a Mac is a friend so he'll be playtesting it for Mac. I'll be making the demo (which is free) available to PC, Linux and Mac to see how well the Linux and Mac versions perform.

                                          If the game sells well and/or we have a very successful indiegogo campaign, I'll see about making a port to consoles but I'm more focused on getting the game finished and released at all, rather than making big plans.


                                          How do you plan to market it?

                                          After enough graphics for the game are done, we'll be making a specialized demo to showcase the mechanics, enemy AI and a little story, which will be available for free.

                                          After the demo, or at least enough graphics are done, I'll start posting screen-captures and videos on the facebook page and Dev Log, making videos and teasers on a YouTube channel I made for this game.

                                          When we get a big enough following, and/or near the absolute end of development (85+% of the total game finished) I'll see about making an indiegogo campaign (smaller demographic than kickstarter, but more interested people who are more likely to fund) to help cover costs, pay every one and possibly expand the game after release (such as ports).


                                          What graphics would you need for the demo?

                                          Ideally: finished graphics for one more enemy, a tile-set and maybe some other small things like item pickups.


                                          When do you plan to release the demo?

                                          Hopefully around July/August.

                                          Realistically it all comes down to how fast or slow I can get the graphics for it.


                                          When do you plan to release the full game?

                                          Hopefully around November/December.

                                          I'm currently more interested in getting the demo done first because that gives me options to pursue marketing the game, making promotional content and possibly getting funding, and if we get funded it would significantly speed up development right now. Not to mention the fact that finishing the demo would help me get a better idea of when to expect to have the game done.
                                          I tend to take things one step at a step because I notice that approach is a lot faster when I focus like that than making plans far in the future where there's simply too many unaccountable variables to take into consideration.

                                          If I'm being completely honest, if I had all the graphics and sound done, I might be able to get away with a release date between May or July, but I don't.

                                          -----------------------

                                          Thank you very much for taking the time to read this ridiculously large post, if you have any questions at all please ask them and I'll answer them to the best of my ability.

                                          My skype is GamerDeveloper if you wish to communicate by some more immediate means.


                                          NiTL placeholder title screen I made yesterday.


                                          One of the completely finished enemies, The Runak, and it's walking animation.


                                          Small demonstration of the basic pause screen map
                                          54  Jobs / Portfolios / Re: Experienced and Affordable Programmer (Available for work) on: April 06, 2016, 02:31:55 AM
                                          Newly available for work!
                                          55  Jobs / Portfolios / Re: Experienced and Affordable Programmer (Available for [PAID] work) on: April 04, 2016, 10:28:01 AM
                                          Now available for work!
                                          56  Jobs / Portfolios / Experienced and Affordable Programmer (Available for work) on: April 02, 2016, 03:37:32 AM
                                          Hello, I hope you're well!  Coffee

                                          My name is Luka (and I live on the second floor), and I'm an experienced freelance game programmer and designer.
                                          I work very fast and all my code is written neatly and fully commented. Currently part-time working on NiTL and Unity action-platformer templates but available for work.

                                          I am fair about prices and willing to negotiate. Payment is through paypal.

                                          Experience:
                                          Engines: Unity (1 year), Construct2 (2 years)
                                          Languages: C# (1 year), Construct2 Events (2 years)

                                          Contact:
                                          Email: [email protected]
                                          Skype: GamerDeveloper
                                          57  Jobs / Portfolios / Re: Super cheap - Quality Trailers! on: March 17, 2016, 06:25:58 PM
                                          Available for work!
                                          58  Jobs / Portfolios / Re: Super cheap - Quality Trailers! on: January 24, 2016, 05:50:09 PM
                                          Available for work!
                                          59  Jobs / Portfolios / Re: Experienced Low-cost Video-Editor/Director for Trailers & More on: January 19, 2016, 01:47:46 PM
                                          Bump! Available for work!
                                          60  Jobs / Portfolios / Re: Experienced Low-cost Video-Editor/Director for Trailers & More on: January 07, 2016, 11:50:53 PM
                                          Newly available for work!
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