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103
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Developer / Playtesting / Re: Nation Of Reincars
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on: July 20, 2010, 11:51:33 AM
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Have you pressed "Z"? It´s the read-text-button which is also used to continue from the menu screen.
Yep, i tried it a million times. Also pressed every key left on the keyboard, but only ESCAPE reacted, closing the game. I use Windows XP, btw.
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105
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Community / Townhall / Re: Talyesin Forest
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on: July 19, 2010, 11:54:45 PM
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Yes, it's in spanish, sorry! i'm from Argentina  i would try to traduce it these days but you can play it anyway because it's only a platformer, it hasn't a big story... Habrá que echarle un vistazo  Descargando. English: I'll give it a go.  Downloading.
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106
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Developer / Playtesting / Re: Arkanoid Invaders - A learning experience
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on: July 19, 2010, 01:51:28 PM
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v 0.4 CHANGELOG ------------------- -F5 to toogle fullscreen. -Improved HUD -Loss condition changed: now its gameover if you lose your 5 lives or if you lose 3 balls. -M to mute sounds. -Added an score counter. Let's see your scores! DownloadTomorrow I'll upload a video, so the lazy ones will be able to see more of the game without downloading  By the way, music it's Stress8bit by Erich (EliteFerrex), NG Audio portal. It's kind of sad to double post so often, hope you don't mind 
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111
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Developer / Playtesting / Re: Arkanoid Invaders - A learning experience
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on: July 16, 2010, 01:36:44 PM
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v0.3v0.3 CHANGELOG ------------------- MAIN CHANGES: -------------- -No speed selection, You can move around freely instead. -New art for parallax: The stars parallax it's a bit rough and i think i'll remake it soon, but i'm pretty satisfied with the sidewalls (first stage its inside some kind of hyperspace tunnel) -New fx, now it really hurts! -Game icon :D yay! (I know it's kind of rough, but it'll make the .exe more visible. Hope u like it! :D
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112
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Community / Creative / Re: Today I created...
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on: July 16, 2010, 01:09:24 PM
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Ah ok - I mean I look at them and my eyes feel funny, trying to understand what the shapes mean, if they mean anything. I don't mean this to sound like I don't like them - I think it might be fine as a style - I was trying to describe my reaction to them.
Thank you for the explanation :D Backgrounds are temporary, i'm sure they'd look way better once finished ^^ Today i created 2 parallax backgrounds for my project, changed it's controls, made another fx sound... Full changelog on my signature. One of them: 
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113
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Developer / Playtesting / Re: Arkanoid Invaders - A learning experience
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on: July 16, 2010, 09:32:06 AM
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Firstly, you've input the link wrong - I had to edit it manually in my browser  Fixed ^^ You should also put all the assets and whatnot in another folder, maybe called "Content" or something. At the moment it's had to find the .exe among all the other bits and bobs. Fixed too :D As for the game, the special moves haven't really been very useful. I've found that if I just sit there without moving I can progress fine without being hit. Maybe the enemies need to shoot at the player (which I see you're planning to add as a feature). However, if it bounces off one of the enemies at the front you die too easily. Maybe they should bunch up at the top half of the screen, fly back and forth a bit, and then fly past the player quickly.
Im working right know on new enemies, ones that will shoot and move differently. I'm working on a boss too, and MW will be crucial to defeat him. Perhaps you could also be able to weave between the enemies by moving up and down on the screen, which would be a bit more fun than the 4 different speeds (of which slow would inevitable be the best strategy).
That was a step i wasn't sure to take. It will make the game closer to a shmup than to an arkanoid, but because of your advice i tried. It was easy to implement and... well, tonight you'll see. I think the game it's way more fun now, so thanks! You need to make it a bit more obvious when you get it. A noise, maybe also an explosion, would make good sense.
I already had the noise made, but i forgot to include it. Next version will have it ^^ I didn't really need to use the MW special move. Maybe there were times when I could have, but I didn't realise fast enough and then find the key to activate it. But when I tried it out it looked quite fun. The keys do need to be reworked though, but I see you're onto that already  I think you need to get the basic gameplay down and working well first, and then add the special moves to jazz things up. This is a bit nicer than adding special moves to fix basic gameplay issues. I like the MW effect, so perhaps you could design the game around that. Make it so you can use the move nearly all the time, and then design enemies and levels that counter it. That would be really cool  MW will be crucial to defeat some enemies. And some scenario minipuzzles too ^^ This could get really interesting, so I'm looking forward to the next version  Thanks you so much for the feedback man! You were of great help :D Next version tonight (Greenwich+1 time)
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114
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Community / DevLogs / Re: "Project Darkside"
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on: July 16, 2010, 05:22:02 AM
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I am thinking of having some lighting effects, but not enough to cloud the entire map. The areas in "dark mode" will have a genuinely darker art direction than the "light mode" area, and I'm hoping to have some kind of trick effect that sort of blends the two.
Gameplay wise, I'm thinking on the "dark mode" areas there could be a chasm you need to cross, and you do so by finding a flare that creates a sort of area effect around the player that has the "light mode" area in it, and in that place the chasm is replaced by solid ground, allowing the player to traverse it. I know I messed up the explanation somewhere in there, but I'm sure you get the gist of what I'm aiming for.
Yep i get it, and sounds great. Mixes the lighting effect i though with the 2-sides mechanic. Looking forward to see that!
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115
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Developer / Playtesting / Re: Arkanoid Invaders - A learning experience
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on: July 16, 2010, 05:01:06 AM
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v.025v 0.25 CHANGELOG ----------------- MAIN CHANGES: ------------- -Booster: you can change between 4 different speeds. -Better controls: --WASD to move --SPACEBAR to realease ball --UP/DOWN/LEFT/RIGHT for skills. DOWN to use Magnus Wave, the only skill available yet. -Changed MW cost to 5 ENR -You are now hurt if enemies touch your core. There is an invulnerability time of 1'5 seconds or so. FIXED: ------ Some issues with MW. Enemies hitbox fixed a bit DEV NEWS: ---------- There will be 4 different skills with different ENR costs. Right now i'm designing Cannon Bounce, the next one. Skills will be awarded when you defeat a Boss. Classic. How do you like this? Do you think MW its okay, or its ENR cost is too low? Feedback needed!
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116
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Community / DevLogs / Re: "Project Darkside"
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on: July 16, 2010, 04:11:11 AM
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Update
Additions: - Two small pick-ups, which I'm undecided on what to use for in the final game (probably to unlock concept art - nothing gameplay oriented I don't think, unless I decide to have multiple endings)
- Made the ladders feel more accessible, and had to make their collision boxes a tad wider to do so
- Changed the readable message to change depending on whether the player was in the "dark area" or "light area"
Any suggestions are welcome, as well as feedback on how it plays. I'm thinking of slowing down the climbing speed just a little bit, seeing as it's going to be a serious game rather than a Mario platformer. I like the concept so far, specially the sanity bar and the dark-light-sides thing. The engines works properly too and you are improving fast, so keep up the nice work ^^ About the ladders, i suggest you to wait until you got your character sprites working, so you can see if he looks weird (like climbing faster that he should do, according his moves). And I don't know if you want something like this in your game, but some lighting effects in the dark side would be cool. Like limited field of vision or something like that. That could wait until you got your art though. I hope i was helpful and made my point, my english doesn't make any sense sometimes.
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117
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Community / Creative / Re: Today I created...
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on: July 16, 2010, 04:01:23 AM
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Maikel_Ortega, your graphics freak me out a little.
Why? :S Maybe I didn't get the meaning of freaking out, what do u mean? (Sorry, i'm not a fluent english speaker)
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118
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Developer / Art / Re: show us some of your pixel work
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on: July 16, 2010, 01:46:56 AM
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 My Pumpkins spritesheet right now. I'm working on the final frames of the explosion. I REALLY need some advice, it's my first time doing sprites :S
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119
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Developer / Design / Re: So what are you working on?
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on: July 16, 2010, 01:38:40 AM
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Awesome Yshaana, REALLY awesome.  That ninja looks neat Markham, i like it, but it seems he is missing an arm isn't he? I'm so envious... I want to finish my project quickly and work in something with cool characters T_T
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