Tiago_BinaryPig
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« on: January 30, 2012, 10:48:41 PM » |
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Hey guys, My name is Tiago Vilaça and i'm proud to announce my WIP game named " Nobu: Fat Revenge". "Nobu: Fat Revenge" is a side-scroller action/platformer game that challanges both your skill and patience like the old nes games. Fully hand-draw hd cartoon art, a fantastic sound track, mixing japanese instruments with rock guitar, resulting in an odd but great to hear music. It also features tons of different types of enemies, smart and dumb, fun habilities and weapons to try out and a back story using comic pages to keep the interest up. Hope you enjoy the project and pass the word out about it Official website : www.binarypigstudio.comMicro website - http://nobufatrevenge.binarypigstudio.com/Blog : www.binarypigstudio.blogspot.comTwitter : @BinaryPigStudioYoutube : Binary Pig Studio, youtubeSteam GreenLight : GreenLight PageGet the alpha now! on:- http://www.desura.com/games/nobu-fat-revenge - https://www.humblebundle.com/store/product/nobu_fatrevenge/aSFDlkj239s- http://binarypigstudio.itch.io/nobu-fat-revenge/- https://indiegamestand.com/store/1388/nobu-fat-revenge/Release date : First alpha build is OUT! Trailer Teaser : ReleasedFirst gameplay trailer : ReleasedSecond gameplay trailer : ReleasedTrailer :
Images and .gifs :
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« Last Edit: June 02, 2016, 01:58:23 PM by Tiago_BinaryPig »
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Tiago_BinaryPig
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« Reply #1 on: January 30, 2012, 10:50:25 PM » |
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Here is the last update from this project :
- The assets for the first stage are complete! - Editor with new features such as deleting a selected asset. - New camera with movement pre-sets. - Shaders that are used for certain power-ups.
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Tiago_BinaryPig
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« Reply #2 on: January 31, 2012, 06:59:34 PM » |
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Todays update :
- Worked on independente resolution. - Changed the way i was adding power-ups on the editor.
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Tiago_BinaryPig
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« Reply #3 on: February 02, 2012, 03:46:09 AM » |
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Today's update is small, still early (11am here) :
- I have been working on a new power-up and i tackled the art part of it.
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« Last Edit: May 31, 2012, 03:27:10 AM by KopanoGS »
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surt
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« Reply #4 on: February 02, 2012, 04:28:03 AM » |
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Creeps me out.
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Tiago_BinaryPig
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« Reply #5 on: February 02, 2012, 04:44:42 AM » |
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Creeps me out. Oh. It's not intended to creep people out. Can you explain why does that?
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« Last Edit: February 02, 2012, 05:04:26 AM by KopanoGS »
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keo
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« Reply #6 on: February 02, 2012, 09:51:11 AM » |
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does not seem to present much challenge if any to the player
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Tiago_BinaryPig
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« Reply #7 on: February 02, 2012, 10:25:30 AM » |
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It needs some tweaking, still thinking on an effect to put on top, like popping the bottles or something. Tested in-game and it looks great when scaled down to the correct in-game size. So, for today : - Finished the artwork for the new power-up. - Test in-game successfull. does not seem to present much challenge if any to the player
I understand your preocupation but i can asure it's exactly the oposite. In the video (old build, as you can read in the description), i was in "god mode". The bullets didn't affect the player aswell as the traps. Since then, alot has changed. Better AI, more ways for you to die, etc. But thanks for the comment
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« Last Edit: May 31, 2012, 03:27:41 AM by KopanoGS »
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mduffor
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« Reply #8 on: February 02, 2012, 10:52:26 AM » |
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Seems to me that the bottle and bag animations are backwards. The bag should puff out when the bottles are pushed further into it, and get skinny/straight when the bottles come out of it. I'd also suggest some sort of smoke/dust/slash left behind on the double jump, since right now it looks like he's just jumping off of invisible platforms.
Looking forward to your future progress. :-)
Cheers, Michael
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Tiago_BinaryPig
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« Reply #9 on: February 02, 2012, 10:58:12 AM » |
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Seems to me that the bottle and bag animations are backwards. The bag should puff out when the bottles are pushed further into it, and get skinny/straight when the bottles come out of it. I'd also suggest some sort of smoke/dust/slash left behind on the double jump, since right now it looks like he's just jumping off of invisible platforms.
Looking forward to your future progress. :-)
Cheers, Michael
Oh, i see what you mean. That's a good idea. Now that i am looking at it, it looks like it's backwars. I'll make that change. When you do the double jump there's a puff left behind. Some sort of cloud.... Maybe it's not visible in the video. But i will try to make it more understandable when playing. Thanks for the comment
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Tiago_BinaryPig
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« Reply #10 on: February 04, 2012, 07:38:44 AM » |
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Today's changes are :
- I have taken in consideration mduffor advice and switched the animation for all the boxes, including the sake box. (thanks, it looks alot better) - Implemented a better class for the power-ups.
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« Last Edit: May 31, 2012, 03:27:52 AM by KopanoGS »
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Tiago_BinaryPig
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« Reply #11 on: February 05, 2012, 02:25:54 PM » |
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Hey, Did you enjoy the pics and gifs so far? I appreciate any kind of comment and try to use them to improve the game, so feel free to do so For today's update : Worked on game elapsed time. Previously, i was working with int or floats and doing this to any kind of state change or time to relead a weapon : int/float time; time++ or time-- if (time++ > X) or if (time-- < Y) do the state change or reload weapon This caused a huge problem. I am developing the game and testing in debug mode with vsync off and the fixstep off aswell. This two things, particulary the vsync, stops the framerate to go above the monitor refresh time. When turned off, the fps can go above. This was the problem. Imagine that i have settled the reload time to 10s. It could be 10s if the fps was 60 but it could take 20s if the fps was 30.... By setting the variable to a simple float/int, it would grow/decrease depending on the fps, wich is bad. So, theres a nifty thing called gametime.ElapsedTime that gives you in seconds/minutes/etc the that different in time to set the fps to match the monitor refresh time. Switching all the variables to work with elapsedTime, now i can set an X time and it won't change depending of the fps. I had this implemented on my animation system and other stuff, but i was too lazy earlier in the dev of this project to do the same thing to the entire project. (i regret it now). Anyway, to sum up : - Implemented elapsedTime to everything that required X time to change status. ps: correct me if i said something wrong
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Tiago_BinaryPig
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« Reply #12 on: February 07, 2012, 02:31:29 PM » |
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Hey guys.
I have been thinking for the past couple of days on new ways to kill the player. Enemies, mines, explosive lines are just a few of the ways to die and well, i want to add more.
What i thought so far :
- Animals, plants, ammo boxes that are trapped.
I am open to suggestions from you guys. If you have any cool way to kill a fat ninja, just post it and i will try to incorporate in the game.
That's all for today!
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« Last Edit: May 31, 2012, 03:28:04 AM by KopanoGS »
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SolarLune
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« Reply #13 on: February 08, 2012, 06:26:51 AM » |
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Pretty good animation. I think he needs to lift his body to start it, though - right now it's just 'coming up' from under him.
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Tiago_BinaryPig
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« Reply #14 on: February 08, 2012, 07:01:14 AM » |
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Pretty good animation. I think he needs to lift his body to start it, though - right now it's just 'coming up' from under him.
Thanks I don't get the second part though. "He needs to lift his body". Can you explain that please? I want to fix the animation if it looks wrong eheh
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SolarLune
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« Reply #15 on: February 08, 2012, 07:25:42 AM » |
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Well, the snake's 'chest' always stays in contact with the ground. I'm pretty sure that it's impossible for a snake to (theoretically) get that slither without lifting their chest. I think in reality, a snake slithers horizontally, but showing that on a side-scrolling game would be difficult, so I think your decision to animate the slither vertically is correct.
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Tiago_BinaryPig
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« Reply #16 on: February 08, 2012, 07:32:13 AM » |
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Well, the snake's 'chest' always stays in contact with the ground. I'm pretty sure that it's impossible for a snake to (theoretically) get that slither without lifting their chest. I think in reality, a snake slithers horizontally, but showing that on a side-scrolling game would be difficult, so I think your decision to animate the slither vertically is correct.
True. I had to make this way because, like you said, the camara is in side-view and it would be strange to do the movement realistic. Hope no biologist plays this game ahaha. Thanks again
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SolarLune
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« Reply #17 on: February 08, 2012, 07:42:54 AM » |
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Perhaps you could add a frame before the first frame of the slither, (where he's tallest off of the ground) in which the bump's a little smaller. The animation's just starts a little suddenly.
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Tiago_BinaryPig
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« Reply #18 on: February 08, 2012, 08:02:11 AM » |
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Perhaps you could add a frame before the first frame of the slither, (where he's tallest off of the ground) in which the bump's a little smaller. The animation's just starts a little suddenly.
I'll try that
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Tiago_BinaryPig
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« Reply #19 on: February 08, 2012, 02:32:57 PM » |
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Today's updates :
- Snake animation finished. - Completly new timer system. Now it functions based on elapsed time so i don't need to worry no more with the up/down fps. - New entity system. With a simple inheritance i can add whatever i want to the game, from boxes to animals to traps, etc. - Changed the colision code for this type of entities. - The latest power-up (first page) is now fully working, with the necessary timer and rendertarget change so the shader is applied. - The hability to add the new entities is now available in the editor.
And i think that's all. Uff, it was a very productive day (woot woot).
Till tomorrow.
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