Raku
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« Reply #580 on: June 20, 2013, 11:45:38 PM » |
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Thanks, both of you! Maybe I'll upload more sometime.
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Conker534
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« Reply #581 on: June 20, 2013, 11:46:20 PM » |
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Oh i'd enjoy more of those for sure. :D
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TheMightyDefault
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« Reply #582 on: June 24, 2013, 04:59:45 PM » |
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It is very exciting to see how much you are still putting into the game! I think it is awesome to see brand new concepts at this stage of the games development. Jack needs a role in Smash Brothers In terms of a suggestion/comment about the game, I found that I would often go back to farming earlier levels for extra lives and coins before difficult levels. Is this an intended behavior? I would pretty much go to a level with lots of enemies that was quick, and get enough coins and lives until I could fill my extra lives and buy a save point. This kind of made the game "easier" but still required a little bit of time farming. Also, I love the Easter egg with with one of the combos.
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Judas_
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help m,e
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« Reply #583 on: June 24, 2013, 07:44:16 PM » |
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This is brilliant! The trailers capture it perfectly too.
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Raku
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« Reply #584 on: June 28, 2013, 01:15:43 AM » |
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Ah, sorry for the late reply to those. Thank you! And TheMightyDefault, that is an intended behavior. It's half the reason I included the ability to revisit beaten stages. And glad to hear you found the easter egg! I didnt expect it to be found so quickly. Also, here's another update with the beehive stage. It's already coming along smoothly, I think. I almost want some honey waterfalls in the background for more atmosphere and to show off the parallax even better (because I love parallax), but Im not sure.
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Conker534
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« Reply #585 on: June 28, 2013, 01:29:30 AM » |
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do it
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Raku
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« Reply #586 on: June 29, 2013, 09:45:36 PM » |
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I actually forgot to put the honey part in, but I've been doing more work on the tiles at least. Working on the honey now.
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Conker534
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« Reply #587 on: June 29, 2013, 09:54:53 PM » |
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You're such a great artist dude
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absenter
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« Reply #588 on: June 30, 2013, 05:07:43 AM » |
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Wow, everything is coming together. That yellow/blue combination works really well.
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mushbuh
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« Reply #589 on: June 30, 2013, 08:05:42 AM » |
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I don't think I ever left a reply saying how much fun that demo was
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darkhog
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« Reply #590 on: June 30, 2013, 10:11:52 AM » |
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Whoah! It looks impressive! You, sir, are a coding , for making it so good. I hope you'll get some money out of it, you certainly deserve it. Anyway, take some for now. //edit: Anyway, what do you think about my Super Heli Land?
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Be a computer virus!I cannot C well, so I stick with simpler languages. There are no impossible things, there is only lack of skill.
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louisdeb
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« Reply #591 on: July 01, 2013, 01:56:28 AM » |
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excited for the final product :D nearing it now.
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Raku
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« Reply #592 on: July 01, 2013, 03:21:52 AM » |
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Thank you for the compliments, everyone! I appreciate it.
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mushbuh
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« Reply #593 on: July 01, 2013, 09:17:58 AM » |
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Not sure if you have answered this before- do you have any links to the soundfonts you are using?
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Conker534
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« Reply #594 on: July 01, 2013, 09:36:19 AM » |
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I have a question too! How did you create your own room transition effect?
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Raku
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« Reply #595 on: July 01, 2013, 12:37:30 PM » |
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@Mushroomized Yes I do, actually. I got all my samples from this youtube video here in the description. This person has graciously put up many samples from SNES games for download.
It was very tedious to be able to get these samples to work in pixeltone collage, which is what I'm using, which involved re-recording them with audacity and then manually stretching them out, since they were designed to be used with another program, Im guessing.
@Conker It's actually several objects. Object A runs across the top of the screen from left to right, creating Object B every few frames which goes downward from it's starting point. Object B creates an object every few frames that's the expanding diamond shape, which fills the screen. Using a timer in Object A, the room will change to the different room right when all of the diamonds have expanded enough to black out the screen for a split second, and then the animation reverses and they all delete themselves once that ends. Does that explain it sufficiently?
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darkhog
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« Reply #596 on: July 01, 2013, 12:47:41 PM » |
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Rakugaki-Otoko, I think you should try out sfxr/bfxr. It's great tool for creating 8-bit/16bit samples. This way you could avoid potential C&D letters (still can't get over Chrono Resurrection ). //edit: What framework/engine/library did you use to create game?
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Be a computer virus!I cannot C well, so I stick with simpler languages. There are no impossible things, there is only lack of skill.
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mushbuh
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« Reply #597 on: July 01, 2013, 12:52:16 PM » |
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I appreciate the response! Thanks a ton!
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Conker534
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« Reply #598 on: July 01, 2013, 01:25:42 PM » |
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Perfect! Thanks for the response!
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Raku
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« Reply #599 on: July 01, 2013, 07:27:32 PM » |
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I appreciate your concerns, but I dont think you have anything to worry about there. The Chrono Trigger game was shut down because it was a fan remake of an already-existing game, and being given out. It threatened Enix's sales, especially since Chrono Trigger is still available for download in the Playstation network and such. My game is not encroaching on any intellectual properties at all. Jack is an original IP, and free.
Sorry, I'm really not a fan of sfxr/bfxr. Too many indie games already use the sfxr/bfxr type sound effects, and honestly I can't stand them. It's used way too often.
And to answer your question, I'm using GameMaker 8 Pro to make this game.
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