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TIGSource ForumsCommunityDevLogsNobu: Fat Revenge!
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Tiago_BinaryPig
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« Reply #40 on: March 04, 2012, 10:53:45 AM »

Sweet, the game is looking great so far!

Thanks alot! Grin


Update :

- Coop mode done.
- Controls done. It wasn't detecting properly the player 1 and player 2, + other stupid bugs.
Now i have full control of wich controller is being used.

Control scheme for the coop mode :
- Player 1/2, keyboard
OR
- Player 1, keyboard
- Player 2, gamepad
OR
- Player 1, gamepad
- Player 2, keyboard
OR
- Player 1/2, gamepad

That's it for today. Tomorrow i'll finish the menus and start doing the remainning graphics so i can finish this game once and for all Tongue
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Tiago_BinaryPig
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« Reply #41 on: March 05, 2012, 08:54:29 AM »

So...

Today i spent the day working on the selection menu (for the co-op mode).

- Controls done;
- Side detection done;
- Type detection (if it's a keyboard or gamepad that is being used) done;
- Concept art, started.
« Last Edit: May 31, 2012, 03:29:16 AM by KopanoGS » Logged

Tiago_BinaryPig
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« Reply #42 on: March 31, 2012, 08:25:46 PM »

Here i am with several updates.
It's been almost a month (damm) since i have posted here and i'll explain why.
I have finished the game's engine (code) and after that i only worked and i'm still working on the art department. Having that said, i didn't want to post every day that i was drawing and sketching....hope it makes sense.

To sum everything up :

- Finished the game's engine (Screamy)
- Finished the co-op mode. (still thinking if i should lock the mode to 2 players or go for 4 players)
- Have included a special mode with special characters (unlockable).
- Finished the artwork for the co-op menu.
- Made lots of artwork for the maps.
- Finished editing the teaser trailer (release date : April 2nd).
- Took a break from everything, was going insane with not having fun and being in front of the pc 24/7.


And that's it. Going back to work again. Cleaning the assets made so far and start sketching the rest.


Later and a nice day to everyone.
« Last Edit: May 31, 2012, 03:29:44 AM by KopanoGS » Logged

SolarLune
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It's been eons


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« Reply #43 on: April 01, 2012, 10:43:11 PM »

Wow, man, you're really cranking this thing out. I can only hope my projects also progress as quickly. I also like that you have a list of things done, as well as things to do. It seems to be able to help motivate you. Smiley

I'd say keep it 4-player - no reason not to, right? Also, I like the house and bridge - they're well-drawn and seem to fit in with your world well.
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Tiago_BinaryPig
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« Reply #44 on: April 02, 2012, 01:57:09 PM »

@SolarLune : Thanks! It means alot. Yeah, having a to-do list is a good way to be organised and efficient and fast aswell Smiley


I am here to announce the trailer release for this game :




Hope you guys enjoy it as much as i do Wink



ps: how can i put the video directly in this post?

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Tiago_BinaryPig
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« Reply #45 on: April 06, 2012, 11:25:17 PM »

Today's update :

- Worked on some more artwork.

Later
« Last Edit: May 31, 2012, 03:30:10 AM by KopanoGS » Logged

Tiago_BinaryPig
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« Reply #46 on: June 01, 2012, 11:34:08 AM »

Hello world!

It's been quite awhile since my last post. I've been working alot in making this game as good as possible.
I've decided not to update this thread mainly because i've just been drawing....


To sum up :

- Lots of new features added in the editor;
- Still drawing the assets for the game;
- Tweaked the camara;
- Cleaned the code;
- Added some scripting lines to load everything without changing the code;
- Tested the game a bit;

And more stuff i can't remember because it's been 2 months i think.

Anyway, heres a test i made today (ground is a placeholder for the moment) :

Thanks to Paul from UTG with some suggestions like the additive layer


Till next update  Wink
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Windybeard
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« Reply #47 on: June 01, 2012, 12:13:31 PM »

Looking really good!
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Tiago_BinaryPig
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« Reply #48 on: June 01, 2012, 04:54:12 PM »

Looking really good!

Thanks man!   Gentleman
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Franklin's Ghost
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« Reply #49 on: June 01, 2012, 08:48:40 PM »

That test shot is looking nice, think it's looking more polished then earlier shots.
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Tiago_BinaryPig
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« Reply #50 on: June 02, 2012, 08:28:43 AM »

That test shot is looking nice, think it's looking more polished then earlier shots.

Thanks Franklins Ghost.  Coffee
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Tiago_BinaryPig
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« Reply #51 on: June 12, 2012, 01:20:21 AM »

Here's another in-game picture.
This time showing the new ground for this stage and updates on every asset.


Updates:
 - New ground asset.
 - Sand/dirt details on every asset so they don't look out of place and more integrated with the ground
(thanks Paul from UTG, once again)


Thanks and till next update
« Last Edit: May 15, 2013, 11:18:00 AM by KopanoGS » Logged

Tiago_BinaryPig
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« Reply #52 on: June 22, 2012, 10:33:27 AM »

Today's updates :

- Finished the assets for the 3rd stage.
- Fixed the camera for the co-op mode.
- Improved the overall camera system.
- Added a new swap focus method.
- Added more features to the map editor.


 Coffee
« Last Edit: May 15, 2013, 11:18:17 AM by KopanoGS » Logged

Tiago_BinaryPig
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« Reply #53 on: July 05, 2012, 11:58:13 AM »

Hello Hello,

Here to deliver another update.

This week i've been working on the camera system. Now the map stays "inside" the camera even if you zoom out/in, this way, you can't see the outside of it. And started working on a multiplier.

Sum up:
 - New Camera class;
 - Full control of the camera such as zoom, lock, width/height, focus change speed, etc.
 - Multiplier system;
 - Matrix-esq bullet trail.
 - Wave movement for the bullets (sin wave).


Till next update   My Word!
« Last Edit: May 15, 2013, 11:18:35 AM by KopanoGS » Logged

Farmergnome
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« Reply #54 on: July 06, 2012, 04:48:35 AM »

The game is really coming along bro, keep the updates up - love seeing progress.
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Tiago_BinaryPig
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« Reply #55 on: July 25, 2012, 11:09:34 PM »

The game is really coming along bro, keep the updates up - love seeing progress.

Thanks man  Gentleman


After some crazy weeks of hard work, i'm almost done with the first playable demo.
It was never tested and i need to get some feedback asap.


Later Tired
« Last Edit: May 15, 2013, 11:19:03 AM by KopanoGS » Logged

Tiago_BinaryPig
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« Reply #56 on: August 02, 2012, 12:12:21 AM »

Hey hey,

I'm proud to say that the first playable demo was a success. Even though it was private and the amount of people that got to play it was short, i received great feedback from it.
Not only was good for bug tracking but to see if the gameplay was fun or not as it is.

After this playtest, i was able to see what could be improved and that's what i'm going to do for this week.
Making more assets for the village stage and tweaking some other stuff before i go on with other stuff.


 Coffee
« Last Edit: May 15, 2013, 11:19:34 AM by KopanoGS » Logged

Tiago_BinaryPig
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« Reply #57 on: September 05, 2012, 02:30:57 AM »

Hey guys,

Long long time since the last post  Embarrassed

My excuse....summer. I get easily distracted and my will to update everything right now is very low. Anyway,
I haven't been slacking :

- More assets were done;
- Improved AI;
- New transition system. If you played SMB or World of GOO, there's those cool transitions that makes going through the menus more fun and i've done something similar from scratch.
- Traps. I realized that the only way you can die right now is by being hit with enemy bullets, really lame imo. So, i started making traps, not only to have more ways to kill the main character but to give some life to every level.
- Failed at making a shader to reproduce wind.


Till next update, hopefully in the next week  Coffee
« Last Edit: May 15, 2013, 11:19:50 AM by KopanoGS » Logged

SolarLune
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It's been eons


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« Reply #58 on: September 10, 2012, 05:15:22 PM »

That fire looks pretty good. I'd like to see it animated. Traps sound like a good idea to help vary the gameplay.
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Tiago_BinaryPig
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« Reply #59 on: September 13, 2012, 10:28:19 AM »

That fire looks pretty good. I'd like to see it animated. Traps sound like a good idea to help vary the gameplay.

Thanks mate. The effects (fire and smoke) wasn't done by me but by Pow Studios. Sad

Log for today :

- Animated the 3 traps i've shown on saturday screenshot.
- Added collisions for the effects.
- Changed the bullet system so it could work with animated bullets (like the fire).
- Improved the animation system to work with 1 .txt file for every animation instead of 1 .txt file for each animation.
- Tweaked more stuff.

 Coffee
« Last Edit: September 14, 2012, 07:54:58 AM by KopanoGS » Logged

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