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61  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 11, 2015, 03:29:07 PM
Hey,
Here is the new..tons of new..stuff Tongue Have fun.
You can see the new trigger blocks and the new push block sprite, with some other minor things.


Oh and I just realised that I never explained about the Red/Blue destroyable blocks. So next time im going to talk about it Smiley
Oh and the metal world. Keep following for more.
62  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 10, 2015, 09:08:13 AM
Hey!
Here is the gif of the "Bouncy" block in action Smiley

It can destroy enemies or blocks  Wizard but it is very risky.

I plan on making the "bonuce mode" of the player even faster, and to add a new destroy animation to the blocks.

Meanwhile im trying my best to design a new player sprite,
Enjoy  Wink
63  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 09, 2015, 04:32:36 PM
Also, can you bring an example? because right now every block have corner, so how is that going to be any different? You mean to "connect" the tiles?

You could connect the walls like this:



With the tileset on the left you can build the wall example on the right.

Edit: I'm sorry i lead you to take that green texture. It was meant as a general example of a texture with 'shapes' and lower contrast instead of hard one-pixel-lines. But i don't mind if you use/modify the images i'm posting here. Smiley

about the texture - thanks, that ok I just played around with it Smiley I will stay with the old one for now.
However in the snow world I might change it to be more like your example.

About connecting the walls. It is a good idea. Not sure though if worth my focus.
64  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 09, 2015, 11:21:19 AM
New one! Hand Thumbs Up Left Hand Thumbs Up Left Hand Thumbs Up Left

No offense, but you can literally see that the first one was made in GM (I guessed it correctly before I read your first post to confirm it) because everyone's first GM game looks like this, with default 32x32 blocks in the default room size. Tongue I'd say the more you can do to stray away from that stereotypical look is good.

Yes, you're still using 32x32 blocks and the same room size, but they look a lot less GM this time. I think it has something to do with that double border. You still have it on the keyholes. Not sure what you should do.

I think in general it would look a lot nicer if at least the wall tiles weren't all divided by an outline, but went into each other, only outlining their collective shape. You also need to make specific corner tiles for all the four corners and where one tile splits into multiple (two, three or four) directions on more than one side. You probably do want to keep the grid on the game "floor", however — I understand that's essential to the gameplay.

The game looks like fun, so I think what you mostly need to do is mess around with graphics to really sell it to a wider audience of potential players. Perhaps less rigidly straight shapes, more effects and definitely a "character" with more personality than a grey cube. Little details like making the keys spin in "3D" and so on. Particles, maybe? The standard stuff. Probably audio will be very important too, and of course I can't hear that from these screenshots.

Another problem is that things seem to have varying pixel sizes and so on. The key, that spinning saw thing and that diamond shape don't really seem to fit together. Consistency is important.

I feel this sort of game would actually benefit from soft and round shapes a lot.

I hope you'll take this as positive and constructive! Smiley Again, the game looks like a lot of fun so I just felt like I personally just had to dig into it and suggest what I could. Grin

Hey, thanks for the feedback. Great tips Smiley (not offended at all xD)
However, the room size isn't the default, it is 672*480, changed it from my 400x400 to make the rooms bigger.
Plus my first games wasn't 32x32, in fact it was just a mass sizes with no typical size. Some could be 16x16 and some 50x50. Ironically this is my first game with this blocky vibe. But maybe im unique haha  Big Laff
I went with the 32x32 blocks because of: Easier to draw(as pixel art and graphics isn't my strong side), and simple to understand design. Also, I liked the blocky idea.

I will try to change the background like you said. I think the first world look more GM-ish because the background is just the normal tile but dark. As you can see, in the other stages I made the tiles and backgrounds different. So I will have to change World 1 background atleast.
About the corners: Im not sure if it will fit the game "simple" vibe.
Also, can you bring an example? because right now every block have corner, so how is that going to be any different? You mean to "connect" the tiles?

About the player. The game is casual, no lore or extra stuff, just grab and play. I think I won't be able to justify character design. The block is simple,natural, and normal. Adding a hat or a face will ruin it IMHO. It had a face in the start but I removed it. However, I came with an idea - "skins" for the player. So I may expand this idea later on, and if I can get something good,I can change the main sprite as you said. So I can explore this area and try some things. Can add a face again and see if it is better.

About the praticles. Im not sure if you guys can see it through the gifs, but some things do have effects(player death, new enemy projectile, keyhole delete, red/blue destroyable blocks have destroy animations). And a spinning key is a wonderfull idea!!

Thank you, keep responding everyone Smiley


65  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 09, 2015, 10:10:46 AM
Hello again everyone,
I tried to do the shapes pixel art method for the second world, it didn't work out well:

So for now I'll stay with the original design.
I will try to do it for the snow world and see if I can do it better.

P.S You can also see here the "Bouncy" block which I will show in some GIF action later on Smiley it allows pretty cool things which I will explain about.
Quiz: What does the "Bouncy" block do?  Wizard Whoever answer right will be in the credits.
66  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 08, 2015, 03:46:18 PM
.1 Oh, i thought it would be harder to guess.

.2 I mean the pixel grain texture. You could use bigger elements and lower contrast instead, like this:

Of course it's just a personal preference (i like flat design, too). Shapes > Lines, imho.
But it's up to you. Your game, your artstyle, you decide. Smiley

.4 But they should move accoding to the rotation, imho. If a clockwise rotating 'Spiker' hits a wall, it should turn left (from his point of view). You could make two enemies out of this 'CW Spiker' and 'CCW Spiker'.

.5 In my eyes, the moving red blocks and the 'Booble'. You could simply make the red blocks stationary and always use the 'Booble' for horizontal/vertical movement with different sleep times.

.2 That actually really .. cool! Thanks for the ideas, I will explore this. You wouldn't mind if I take some from your draw right? Very good idea!!

.4 Right now I have spiker_right and spiker_left, but I need to sort it out I guess, since I coded this enemy looong time ago in a galaxy far far away.. Added to-do list.

.5 Nice point there. The problem is that I will have to redo so much levels, but I will still try out what you said. Just needs to find the right time and motivation to do this.

Good night, looking for your feedback anytime Wink
Thanks to everyone who responded, for being so kind and helpful Smiley
67  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 08, 2015, 02:15:34 PM
looks like a good casual game, i wouldnt mind using this on the bus.
Thanks! That nice to hear Smiley
More updates are coming so stay tuned.
68  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 08, 2015, 12:29:16 PM
A teleporter? Or a block which can be switched on and off again.

I like that you use more solid colors in the latest levels instead of outlines only. You should use bigger texture elements, too (the one pixel points look similar to gif artifacts, sorry).

The push block looks indeed too similar.

I like these sawblade enemies, it would be cool if the rotation direction would be recognizable.

What's the difference between the red skull block and the blinking diamond (in a different resolution)?

.1 Yep you can switch it on/off, will show off later. Your name is in the credits haha Smiley accepted?

.2 About the second thing, can you explain a little bit more? I didn't understand "You should use bigger texture elements, too (the one pixel points look similar to gif artifacts, sorry)"

.3 I will change the push block. Already did new one.

.4 The sawblade enemy - is called "The Spiker", they move in clock-rotation direction. Thanks.

.5 The difference is that "The Booble" have different move pattern(move,stop,move,stop), and can catch keys to help the player. You can also destroy it like all other enemys, with some method I wlil explain about soon Tongue

Thanks a lot for the feedback! I would appreciate if you could explain the second line please.
69  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 08, 2015, 10:23:18 AM
ice?
Haha could be, but not, nice try though

Ok so here is the new gif from World 3,
Featuring a new obstacle and new type of block. Have fun Smiley MORE new things incoming from world 3/4

Should I change the sprite of the "push block" to be more special? I think it is too similar to the normal block.


and again small teaser:
If you guess what it is I will put your name in the credits xD This thing is in World 3 & 4
70  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 07, 2015, 12:19:14 PM
Hey again everyone!
This time im going to speak about the "Glass" block.
From the outside you will see nothing.. but when you enter inside, you will see everything! Wizard
For example check out this gif from world 2:



However, World 3(Ice) and 4(Metalic) are ready to go,
They will feature tons of new things,mechanics,enemys with better art and even harder difficulty.
But I don't want to spoil too much so just stick around guys :D



Small teaser:
If you guess what it is I will put your name in the credits xD



Any thoughts?
71  Community / DevLogs / Re: Wanderer on: September 06, 2015, 10:43:32 AM
Dude I love the pixel art style. It seems simple but I wish I could paint something with similiar level.
Good luck, I love the metroidvanias.
72  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 06, 2015, 10:22:14 AM
Better! Although gray is a boring color IMO.

What does the "waiting" message at the top indicate?

Keep it up!


Yea I guess it is true, but Gray is unique since I have all types of colors as blocks.

"waiting" is the level name. Each name have a "theme" - for example the first room that use the enemy "Spiker" is called "The Spiker", or a level with Red-Green blocks is called "Tree" etc..

Thanks mate ! cya again tommorrow Smiley
73  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 06, 2015, 04:06:42 AM
Here is the new gif with the new sprite (brighter and better).
Also new destroy animations for some blocks as you can see.

Any thoughts? is it better or I should I change it back?

Thanks!
74  Community / DevLogs / Re: There Was A Caveman... [Greenlit][2D-Pixel Art][Platformer] on: September 05, 2015, 01:22:47 PM

[/quote]

Never heard of Cave Story?
[/quote]

Haha, pretty sure it was sarcasm/cynicism mate Smiley
75  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 05, 2015, 12:00:10 PM
Why is it called IVOX?
I looked for something different and cool. I didn't want it to be like all the "Puzzleman Adventures" or "Block kid Puzzles" so after long thinking I came up with IVOX. Which is cool  Wizard

No actual reason for that name.

It was hard for me to find the gray cube. Perhaps you should make it a bit brigther.

I wasn't sure if I should change it so thanks mate! Wink
Besides making the cube brighter, I will think about a way to make it look more..main and unique.
So tomorrow I will update about it again.


Thanks for your feedback!
76  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 05, 2015, 10:54:22 AM
Ok so here is another picture, this time showing the world select screen, which shows the best score of this world.
You will have to beat all the worlds with "A+" Score to unlock the last world!


*WIP*

Any thoughts?
77  Community / DevLogs / Re: Not a Clone (mobile remake): a satire on the mobile game market on: September 05, 2015, 08:49:01 AM
Well done. I really like the idea so far Wizard
78  Community / DevLogs / Re: Mori on: September 05, 2015, 06:17:02 AM
Love the pixel art mate, keep on Wink
79  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 05, 2015, 06:12:43 AM
Really like how this is looking so far!!!  The movement is really smooth  Smiley
Thanks mate! glad you liked it Smiley

Will update today again.
80  Community / DevLogs / Re: IVOX (Puzzle Game) on: September 04, 2015, 03:28:51 AM
Hey again, the guy that talkes to himself is here again Smiley

So now I will explain about the Movement system.
It is actually very simple, you can move to all the 4 directions, but with no gravity and you won't stop until you touch a block.
For example see this gif, which shows a whole level:
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