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Community / DevLogs / Re: IIVOX Heroes devlog!
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on: February 22, 2016, 06:11:21 AM
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Devlog #4:
This time im going to talk about level design. The longer we work on the game, the better we understand how this aspect is so important to the feeling of the game. I made some new levels to the grass world, this time with Swamp theme. I wanted it to refresh that "grassland" feeling because after ~20 levels it gets less.. exciting. But doing this too fast without thinking is deadly to the game design. I mean - the levels feels good, new enemies and stuff, but the environment isn't special. Yea, its a swamp. So what? The point of this devlog, is that I learned to take it slow and rethink about the themes in a different way. So I kept the swamp for later levels and instead, we are going for a high mountain, windy, theme for this pack of levels. This time we are going to make this unique and fun experience to the player - not just by adding enemies and such. Things like those Huge Spinner Blades around the level, those make the theme unique. Bridges and wind force everywhere. Yep, it is still grass but its another world! (haha). Also, ChaseOfBass is a awesome and I learned this because of him (sort of).
So, that it for today. Have a wonderfull day!
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Community / DevLogs / Re: IIVOX Heroes devlog!
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on: February 19, 2016, 06:49:29 PM
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Ok so in the last few days we made the system that every developer hates to code - Saving & Loading. This stuff is just messy and long, full of annoying\confusing things. But we finally managed to finish it together! Of course we had tons of bugs and issues, some idiotic and some complex. But well, atleast now we are done with that and can move forward to the next, more cool things. (which will not include an easter egg of a slime king and his lost kingdom. Not at all  ) Also, check out this awsome WIP mockup of the titlescreen, made by the super awesome dude ChaseOfBass (bass not base..lol)  Any thoughts? Thanks for reading this! 
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Developer / Art / Re: 8 bit pixel art help
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on: February 06, 2016, 03:11:51 PM
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The first thing I noticed about the picture is on the main character his hands and eye seems like double the pixel width of his feet. That or maybe you just have clusters of pixels there that make it look like that? The player also seems less shaded and detailed than everything else in the scene. (maybe that was intentional, but then the enemies should be the same) It is pretty hard to tell what he is supposed to represent TBH. An alien with a backpack? EDIT: I was talking about the red guy in this paragraph. I realized that it might be an enemy and not the player.
The tileset isn't bad, I think that you have too much red and brown going on in the picture though. You can try to add some other colors into it and see if it helps make it look better. (maybe some blues and greys in the tileset bricks?) The tileset bricks could also probably tile a little better. I think it needs more variety too! Try to add some more tiles into the tileset. Big bricks that are the size of 4 tiles, pillars, etc.
The enemies right now just look like floaty mines. They don't look bad, just a little generic.
I think you are off to a good start though, I would keep at it!
Ok lol this alien is the player ,actually he looks good in-game with the animations and shooting & stuff. He is an alien with a jetpack and a gun. I will change him to fit the other sprites like you said.. About the tileset tips, I will try that soon and see how its going. Thanks!
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Community / DevLogs / Re: IIVOX 1.1 Update (Download now on google store!)
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on: January 27, 2016, 05:17:20 PM
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your game is done, what feedback you need? praises?
good job on finishing a game, that's a huge feat.
now make an aesthetically appealing game. Game mechanics alone doesn't work nowadays.
I think the game looks good actually..maybe you saw the old gifs with the old graphics. Anyway Im still updating the game and that why I want feedback. Its going to be released for PC later on..
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