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1398312 Posts in 67585 Topics- by 60903 Members - Latest Member: anastefanescu

January 21, 2022, 06:16:22 PM

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TIGSource ForumsCommunityDevLogsASTLAN [2017 reboot]
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astrofra
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« Reply #40 on: October 26, 2011, 12:04:11 AM »

Thanks Allen !
I might have a few minutes to update the build today, there are a few additional levels in it.

Looks great so far. I really like the smoke particle when the fire hits the ground.

Hehe. Thanks!
I stole the idea from Uchuusen -> http://www.afroboss.com/ Embarrassed

By the way is that a brain in the spaceship?  Who, Me?

It is Smiley
A giant and unheartly vilain took the body of the hero, something like that...
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astrofra
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« Reply #41 on: November 01, 2011, 04:50:54 AM »







3 new levels, working rather well (except the 'Lost Ship' one that needs to be refined regarding the way back to the homebase).
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astrofra
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« Reply #42 on: November 05, 2011, 12:15:27 PM »

Update : First attempt of aquatic level.





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astrofra
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« Reply #43 on: November 12, 2011, 05:48:27 AM »

Video.

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astrofra
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« Reply #44 on: November 13, 2011, 08:27:24 AM »

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Netsu
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« Reply #45 on: November 13, 2011, 08:41:32 AM »

Oh my god, this looks absolutely gorgeous in motion. Makes me want to never make a 2D game again Smiley
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« Reply #46 on: November 13, 2011, 12:44:23 PM »

Man that looks great! I love the graphics style.
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astrofra
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« Reply #47 on: November 14, 2011, 06:20:14 AM »

Thanks a lot guys Smiley
The game looks and runs in 2D but internally everything is in 3D, with the Z axis constrained.
As for the graphic style, yup, I think it's a cool mix of style & laziness, compatible with an amateur/indie/homebrew worfklow.
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astrofra
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« Reply #48 on: November 19, 2011, 01:26:58 AM »



Last night I added a new kind of enemies : laser beams sweeping a 90 degrees angle.
Being hit by a beam doesn't damage the player at the moment, but it will be quickly added.

The main question is "how much damage for a laser impact ?"
But it should be easy to define or adjust...
« Last Edit: November 19, 2011, 03:16:47 AM by astrofra » Logged

astrofra
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« Reply #49 on: November 20, 2011, 08:48:26 AM »

Version 0.2.7 uploaded and available in the first post of this thread   TigerToast Right
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« Reply #50 on: November 21, 2011, 06:55:23 PM »

This project is getting more and more exciting, I love the controls and the graphics and aminations of the props (not so much the walls but they do the job).
Can't wait to be able to save my last level and get addicted to the game.
Ganbatte !
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astrofra
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« Reply #51 on: November 22, 2011, 12:23:15 AM »

Thanks Goodis!
Last night I started the implement the save, as it is more & more crucial with 20 levels...
Then I'll add the level selection menu Smiley

I agree about the walls, they looks a bit dull sometimes... I might try to vary the textures, maybe?
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« Reply #52 on: November 22, 2011, 06:37:39 AM »

I agree about the walls, they looks a bit dull sometimes... I might try to vary the textures, maybe?

Varying the texture and colours would go a long way. The levels read a little flat, and you'll want some variety to distinguish levels. You might also want to round the corners and muddy-up the blocks used in underwater levels.
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astrofra
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« Reply #53 on: December 05, 2011, 11:24:30 PM »

Varying the texture and colours would go a long way. The levels read a little flat, and you'll want some variety to distinguish levels. You might also want to round the corners and muddy-up the blocks used in underwater levels.

Yup.
At the moment I'm trying hard to get a nice result on the Android Platform, while keeping a proper framerate Smiley
But I agree about that : it looks, colorfully-speaking, a bit dull, at the moment  Embarrassed

In the meantime, 2 video captures of the (draft) title screen, and the (draft draft) Android version :



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astrofra
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« Reply #54 on: December 13, 2011, 02:48:48 PM »

Update of the main title/menu, upload of the latest release (0.3.1) for those who'd like to test Smiley
(see the first post for details)
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astrofra
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« Reply #55 on: December 15, 2011, 03:02:13 AM »

Hi dudes.

I'd like to discuss about 2 specific topics, with you :

1/ I made a funny experiment : In France, all the private companies are commited to welcome 14 years old Interns, for a short period (smthing like 4 or 5 days).
Usually, they have to look at our screens, asking us questions about our respective assignments.

This year, we had the idea to ask our new intern to work on a game design assignment. So I gave him the source & assets of 'Astro Lander', and he started to design some new levels.

I'll post the result of this experiment as soon as possible Smiley But it really funny to have a 14yo boy making levels for an indie game :p

2/ I'm considering the opportunity of releasing the source code of 'Astro Lander'. I'm wondering what's the most suitable license, but the MIT license is my favorite so far.
I'll probably release it as soon as the game is complete, as I will need to clean up the source a bit...
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astrofra
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« Reply #56 on: December 31, 2011, 09:25:33 AM »

'Just added some sort of slime, killing slime...



... and some particles around the artifacts, to make them more obvious.



Happy new year!
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astrofra
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« Reply #57 on: January 22, 2012, 11:44:03 PM »







New v6.1 build & dev updates on the first page of this thread Smiley
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« Reply #58 on: January 23, 2012, 12:35:45 AM »

Not sure about the red buttons, think they stand out too much from the rest of the artwork style.
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astrofra
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« Reply #59 on: January 23, 2012, 12:41:15 AM »

Ah, thanks!
The 2 round & red buttons on the in-game HUD, you mean ?
Or, more globally, even the red arrows in the main title screen ?

Anyway, I admit those 2 red spots on the hud are a bit overwhelming.
As a matter of fact, I wanted the "Pause" button to be obvious & easy to click, even on a touch device. I might resize/relook it on the PC version, though Smiley
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