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Community / DevLogs / Re: Bird | Social Impact Micro-game about Mass incarceration
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on: February 15, 2024, 11:26:23 PM
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I'm having a hard time deciding if I can tell the difference between the two, or if I'm just making it up in my head. Anyways, I think the choppy nature of the animation is a cool effect that somehow lends gravitas.
When I'm trying to fine-tune a number like a frame-rate, I try to change it by multiples of 2, like from 0.2 to 0.1 or 0.4 so that I get closer to the right zone faster. I think I read a long time ago that this was a trick Sid Meier came up with for playtesting and tweaking things.
I think it being choppy lends to the authenticity! This is a super cool project that honestly I think would do numbers on a more fine arts focused platform. also don't be afraid to change framerate when the scene calls for it! It can help lend gravitas and speed as the moment calls for it
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Community / DevLogs / Re: SwitchGlitch - Low-Poly Body-Changing FPS (Formerly Swaperation)
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on: October 08, 2016, 08:20:10 PM
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Just played through! LOVE THE GAME! It's so awesome!
Love the art-style and everything. One thing I found kind of hard to understand was the level that introduced the white character. It was kind of hard to understand why it was hitting me since it didn't display anything.
Thanks for the feedback! Did you eventually figure out what the white character did? How long did it take you?
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Community / DevLogs / Re: SwitchGlitch - Low-Poly Body-Changing FPS (Formerly Swaperation)
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on: October 08, 2016, 04:10:28 PM
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Woah o_o.
Although I'm at work and want to try the demo, I cannot at the moment! But I absolutely will later this weekend!
By the looks of it, the art style is fabulous! It's like a wild mix of Half-Life 1 and Psychonauts. This is magnificent.
I can't wait to try out the demo!!!
Thanks for the kind words! I've updated the demo so it's got a few more levels in it.
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Community / DevLogs / Re: SwitchGlitch - Low-Poly Body-Changing FPS (Formerly Swaperation)
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on: October 08, 2016, 12:08:37 PM
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The nobles now work in game, and I updated their textures to not be so bland. I'm probably gonna go back and revamp their attack animation since it's kinda blocky and fast.  I'm also working on another enemy called the Knight. I noticed that playing this game was basically a game of "click the thing when it's in range" so this guy is here to interrupt that. When he gets close he raises his shield, and if you shoot him while his shield is raised he deflects your attack and kills you. If you wait, he lowers his shield, making him vulnerable. If he's not close and you shoot him, he deflects your attack but doesn't kill you (I'm not sure about this one, I might change it to him being killable at long ranges).  The storytelling is also getting changed up real good. You aren't gonna get expositioned at at the end of every level. That was mainly there because I liked that bit in Furi, but in Furi they're at the end of a long and arduous boss battle, and in this game they were just at the end of any regular level. So I'm cutting that back, so you only see the main dude every ten levels or so, and most of the story is gonna be revealed through environmental storytelling, like the graffiti.
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Community / DevLogs / Re: Ultimate Solid
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on: August 29, 2016, 08:13:03 AM
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Looks nice! Any thoughts on porting to mobile? The one input control scheme seems like it would be a perfect fit for an Iphone or Android.
You might want to change the name tho. It doesn't really get anything across about the actual game and (this may say more about me than about the title) it sorta sounds like slang for constipated poop.
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Community / DevLogs / Re: SwitchGlitch - Low-Poly Body-Changing FPS (Formerly Swaperation)
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on: August 21, 2016, 11:31:42 PM
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I cant try out your demo atm, but the visuals look really sick man.
Low poly + pixel art is a match made in heaven
Thanks my dude Currently working on this guy called the "Noble". He has a short range teleport, but a a larger windup time for his attack to compensate. Probably gonna retool the Rascal to have a smaller attack windup to contrast between the two and make the Noble feel less like "Melee Guy ++". The current texture is probably temporary since it's kinda plain compared to everyone else. Concept Art
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Community / DevLogs / Re: Ya ne mogu
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on: August 19, 2016, 06:29:49 PM
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Ok so I think this is about how after you die, but before you get reincarnated, you're stranded in a nether world, an "oblivion" as he puts it. And if you're bad in your first life, you lose limbs in the netherworld, and you have to grow them back in that nether world before you reach your reincarnation world. And you can mess with different entities in that world to give you more time to regrow your body.
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Community / DevLogs / Re: ISO TACTICS [NAME TBD] Character-based Tactics Wargame w/ Isometric Pixel Art
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on: August 07, 2016, 11:01:14 AM
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The robots remind a bit of Simon Stalenhag, which is never a bad thing. Love the color palette in the environment on the first and third environmental images in the first post, although the second one looks a bit off to me. Overall pretty great tho!
I'd definitely be lying if I said I don't have both of Simon's Kickstarted books near the desk where I do all the programming. Discovering his stuff was a major shift in the trajectory of the game, seeing how the worlds can feel very alive with color vs. the typical black/grey/neon sci-fi (which I do love!). Thanks for the feedback on the environments too! They are definitely mockups, but I wonder if you know why you're drawn to the first and third more? Could be important for figuring out terrain gen algorithms... Excellent! I always love a good tactics game.
 Well... I can hazard a guess. For the first and third ones, while the palettes aren't exactly clean, the colors seem like they complement each other more. And while there are basic tiles and variations on the basic tiles for every environment, the variations in the second and third are subtle enough that they don't really contrast too much. I don't think that made a lot of sense, so here's a picture:  I think it's also that the color palette you chose for the snowy level details is a dull white and some brown, which makes it look like the snow is dirty, which to me doesn't look that great.
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Community / DevLogs / Re: HALT - Run’N’Gun Platformer - STEAM GREENLIGHT!!!
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on: August 06, 2016, 06:30:25 PM
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One thing I noticed from the greenlight trailer is that, at least for me, it's somewhat difficult to distinguish what everything is at a glance. It's most likely that it's just youtube compression being real bad, but it could also be that the player, the enemies, and the background are all highly saturated. I dunno tho, and I love the expressive animation regardless.
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