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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 08:54:39 PM

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161  Community / DevLogs / Re: Mable & The Wood | Kickstarter Preparation on: January 23, 2016, 02:31:11 PM
I'm pretty swamped at the moment but I'd love to play! Hopefully I'll have time to give you some meaningful feedback.
162  Community / DevLogs / Re: Prölen - Story-driven 2D action platformer on: January 23, 2016, 02:17:01 PM
First off, I think I've settled for a name. I've had a few in mind but the one I keep coming back to is Pools of Creation. It's not perfect but Prölen was never really a good name to begin with. I'll sleep on it before I finally decide.

hey transitions look cool! Except maybe the stripes, they hurt my eyes a little bit. Looking forward to playing the demo Smiley
 
Thanks for the input! Maybe adding more and thinner stripes would be better. But for now, I won't use them.

Work on the the demo is going good! I'll be traveling abroad in a week and will be gone for two weeks. I hoped I would've been done by then but I have some other obligations right now so I don't think I'll make it. I'm guessing probably middle of February instead.

Except for some polishing, this is what is pretty much done as far as the demo goes:

  • Intro!
  • All enemies!
  • All graphics!
  • All cutscenes!
  • All music!
  • Dialogue, Transition, Inventory and Save systems are functional.

What needs doing:

  • Audio overhaul: Audio levels are all over the place at the moment and there is a lot of placeholder sound without much thought put into it.
  • Level design: The pieces are there, now I just have to put everything together. I have a rough idea of what I want to do. It will be pretty simple and the first area will be a tutorial area for just learning the basics. I'd also like to have at least one mechanic based puzzle in the demo as well.
  • New GUI:It does work, I just don't like the look of it.

I've been doing some writing as well, which is really fun, but tricky. It's not just the words themselves, the pacing is really important, a pause or the text speed can make a huge difference. My dialogue boxes use portraits as well, but haven't done that much with the sprites which would be optimal because I love when sprites are really expressive. But that's for another day.

I'm also looking for tips on platformer games with really good design as I've been playing some games while taking notes. Feel free to give me suggestions (preferably PC or old school stuff as the last console I owned was the first Xbox).



Stuff

Forgotten shrine


It's Barry!
Music: Valley of the Barries


Beginning of an adventure.


This is very important.

 
163  Community / DevLogs / Re: Screenshot Saturday on: January 16, 2016, 01:04:48 PM
164  Community / DevLogs / Re: Prölen - 2D action platformer on: January 08, 2016, 08:10:54 PM
And I'm back, happy new year everyone! I'm working on getting everything ready for the demo which will feature an introductory area and the first level.
 


I've implemented an inventory system. There won't be many (if any) equippable items as such, it's mostly just for information and holding key items.




Also been playing around with transitions and probably have more than I need (EXCEPT A STAR-WIPE).



                               

Made some weapon pickups just for the demo as upgrades won't come in this form in the final game. Also mysterious icons, what could they mean? Wizard




Background objects are now intractable too.

Music: Children of God



 

I love this! Looks cute, but I'm guessing it's probably deadly.

Well, it is the final boss after all. Cool

That's all for now. Sorry, no Banana Man this time.
165  Community / DevLogs / Re: Mable & The Wood | TRAILER HELP! on: January 08, 2016, 06:47:42 PM
I've often thought about trying it out myself at some point in the future. Then I think about all the rewards and stuff you have to come up with. Then I get a headache Tongue.

As for advice, for the trailer remember that AUDIO is just as important as the visuals. Music is super important and if possible, have something tailor-made for it. 

Good luck with the campaign! I'll back you! Beer!
166  Community / DevLogs / Re: Yonder - 2D Co-op Adventure on: January 08, 2016, 05:54:14 PM
When I first started trying to make a game, I thought about making a non-tile based game as well. Then I thought "that's insane!". Man this looks so beautiful and organic Shocked.
167  Community / DevLogs / Re: The Deep Dark on: January 08, 2016, 05:37:34 PM
Love the look! Even the placeholder art draws me in Smiley.
168  Community / DevLogs / Re: Skullz 'n Skeletonz on: January 08, 2016, 05:20:20 PM
This looks really cool! Love the atmosphere. I'll have to check out the first one.
169  Community / DevLogs / Re: Alwa's Awakening - NES-inspired game for devoted retro fans on: January 08, 2016, 05:03:39 PM
Cool! The different magic powers look interesting. Bra jobbat! Beer!
170  Community / Competitions / Re: Ludum Dare 34 (Dec 11th - 14th) on: January 07, 2016, 07:17:00 AM
This was my first Ludum Dare and my first ever completed project. I'm so glad I participated and I think I'll do something more with the game at some point.

171  Community / DevLogs / Re: Super Adventure Pals - Giraffe, Pet Rock & Adventures on: December 22, 2015, 06:47:22 PM
This looks super fun! Loving the art too!
172  Community / DevLogs / Re: Prölen - 2D action platformer on: December 22, 2015, 06:37:10 PM
Hey guys! This will probably be the last update of 2015. Most of the assets are done for the first area of the game. My plan for the beginning of next year is getting a save system working and then putting together a demo as soon as possible.  In the meantime, here's some stuff.

Music (Because I can't stop writing boss themes): From the funky, murky depths


Just because you're cute doesn't mean you can't live in a creepy cave/house.







Happy holidays!


 
173  Community / DevLogs / Re: HomeGrove - [warning many gifs] on: December 22, 2015, 01:00:29 PM
This looks cool and fun! There's something really satisfying in the animation. Like that punch for example. Even without sound I can kind of hear/feel it just from the visuals.  Smiley 
174  Community / DevLogs / Re: Vatnsmyrkr - sad SUBMARINE exploration (NOW: new graphics) on: December 22, 2015, 12:33:45 PM
Really loving the aesthetics of this. Feels dark and soothing at the same time. The sub design has a really nice bio-mechanical look too.
175  Community / DevLogs / Re: Gebub's Adventure (wip Demo now available!) on: December 22, 2015, 07:58:54 AM
I may very well replace the system font later... or better yet make a new, hand drawn one.

Yeah, I love the hand drawn title text. Might not work for smaller text but I'd say play around with it and see if something works.

Quote from: orange08
@Silkworm_sweatshop
I may very well use the starting music in a different area! Smiley
Your Aventyr song is really cool. Interesting you should name it that, because the project's original title was "Endevyr"

Well, there is an obvious reason for this Tongue.
176  Community / DevLogs / Re: Eli on: December 16, 2015, 11:15:08 AM
Well, it's basically pixel art. But i am not using limited pixels for all textures. It's means all textures in different sizes. This is a bad thing for a pixel artist i guess but i can easily say i am still rookie on pixel art and still learning.  Shrug I am trying to achieve natural, atmospheric scenes rather than keep all textures certain sizes.

Don't worry about it. In this case, I'd say it works for you rather than against you giving it a very unique look. Looks stunning!
177  Community / DevLogs / Re: Prölen - 2D action platformer on: December 16, 2015, 10:52:30 AM
Thanks Guys!  Smiley Now that Ludum dare(feel free to play and vote) is over I can continue working on this.

This is an interesting idea! It reminds me in a small way of Loco Roco (PSP).  Certain things became easier or harder depending on

how large you were.
The artwork is looking good, and the way your tileset builds itself is very impressive.  A real time-saver.  Your branching dialogue

path is nice, and could increase replay value depending on how you use it.   Coffee

There probably won't be that much use or weight to the dialogue choices but it's nice to have it implemented.

This is looking fun and quirky!  The art style is great Smiley.

I just wanted to give you a high-five for your music. You use some harmonic progressions (like in the title screen and boss battle

music) that most "composers for hire" never even touch on.  I'm fairly impressed, considering you don't consider yourself a "video

game composer," when there are sooooo many out there who look for musicianship work and never use more complex musical ideas.  And in

terms of the mixing, it wasn't a problem when I listened to the tracks. That equilibrium of volume will come in time, as I know

mixing is sort of the final, tedious part of producing music.  Smiley

*High five* I do consider myself a composer though, I just haven't made music for games really (well except this little ditty and some for an earlier failed game project I started). I think it crossed my mind to do it more but it never really happened. I've tried my hand at movie scores, written musicals, played in bands. Just amateur projects though and I never focused in on it (like pretty much all my artistic endeavors) and have gone years not writing anything at some points and very little without a specific project behind it. I do think I have a pretty good ear and a solid understanding of basic music theory and production even though I was never trained and can't read music for shit (well maybe really slowly) Tongue.

As for the progressions, to be honest I don't really think about it too much. 90% of my compositions starts with a motif in my head and then I kind of just "feel" what the harmony is and progressions doesn't always fall into the common standards, which is nice because that'd be boring Tongue. I used to be really into progressive rock so I do like to play around with time signatures, syncopations and just weird stuff in general. These tracks are pretty tame in that regard but I'd like to make at least one track that's balls out crazy.

Anyway have some more music.

Bring a coat

Bird of prey

It's nothing really finished but It's a pretty clear example of how I'm working with theming. I will be using a lot of recurring/reworked motifs in the soundtrack. It's pretty obvious here, but sometimes it's more subtle (like woodlands/wafer-thin-mints). It's a really fun way to work :D.

Cool video you posted! I like the terrain system, and the art style reminds me of Adventure Time. Good luck on this

I Love Adventure time! I do think I'm inspired by the show in some way although I think it's more that we draw from some of the same sources, which is a cutesy Japanese aesthetic. I always think of those Japanese emoticons as my biggest inspirations for the look and always figured Pendelton Ward drew some inspiration from this type of style for Adventure time.



Anyway here's some content. Don't you just hate when a wizard asks you to save the world or whatever and then just leaves you to it.

Well, Charm will be your companion throughout the game and I'm planning to not make him useless.

178  Community / Competitions / Re: Ludum Dare 34 (Dec 11th - 14th) on: December 13, 2015, 02:16:11 PM
Just submitted! http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=47199



179  Community / Competitions / Re: Ludum Dare 34 (Dec 11th - 14th) on: December 12, 2015, 09:27:21 PM
Well, I had plans today but I said screw them and made a game instead. It's pretty much done and I'm very happy with it.  It just needs polishing tomorrow.

Grow the Love
180  Community / Competitions / Re: Ludum Dare 34 (Dec 11th - 14th) on: December 11, 2015, 03:44:20 PM
Man, I really wanted to participate but I'm already booked pretty much all of Saturday. Oh well, if I get excited enough by the theme, I'll see if I can throw something together in a day. Good luck to everyone participating!
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