SolarLune
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« Reply #60 on: September 14, 2012, 03:33:22 PM » |
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Looks pretty sweet. You've come pretty far since you've started. I think the clouds could move a little bit, but otherwise, nice work.
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Windybeard
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« Reply #61 on: September 14, 2012, 03:33:45 PM » |
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WOW! this is looking really really good!
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Tiago_BinaryPig
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« Reply #62 on: September 14, 2012, 09:45:09 PM » |
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WOW! this is looking really really good!
Much appreciated Windybeard. Looks pretty sweet. You've come pretty far since you've started. I think the clouds could move a little bit, but otherwise, nice work.
Thanks SolarLune. I'll take that into consideration. The original version did have a layer just for clouds eheh.
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Tiago_BinaryPig
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« Reply #63 on: October 13, 2012, 09:51:59 AM » |
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Quick update, This week i spent some time working on a new input system and now i'm proud to say that the game supports 2 gamepads and 1 keyboard (for two players) with the bellow setups : - Single Player : - 1 gamepad or 1 keyboard; - Coop : - 1 gamepad and 1 keyboard; - 2 gamepads; - 1 keyboard (two players); I also fixed some bugs and memory leaks and made more textures for the menus. That's it for today
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« Last Edit: May 15, 2013, 11:20:52 AM by KopanoGS »
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Tiago_BinaryPig
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« Reply #64 on: October 20, 2012, 08:10:38 AM » |
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Hello world,
Today's updates :
- 95% done with the engine. Just some tweaks and till the end i'll probably add more stuff (more the better). - Made a new smoke animation for when the harder enemies disappear. - Finished the new HUD. Now it detects if you're in single of coop mode, scaling and adding a 2nd hud. The mask color changes to match the character color. Changed the heart health bar for a different one, more suitable to the game. - Fixed more bugs found when play testing the coop mode with friends. (3 small levels, 1.3h playing it, must be good no?)
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« Last Edit: May 15, 2013, 11:21:21 AM by KopanoGS »
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Farmergnome
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« Reply #65 on: October 20, 2012, 08:19:44 AM » |
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This is getting better and better bro, can't wait to see more
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Tiago_BinaryPig
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« Reply #66 on: October 21, 2012, 07:05:23 AM » |
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This is getting better and better bro, can't wait to see more Thanks mate, much appreciated!
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Tiago_BinaryPig
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« Reply #68 on: October 31, 2012, 10:18:11 PM » |
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Awful week for me, so i decided to take a look at the first build i've made, 2 years ago. For your enjoyment : Not only was to lift my mood but to compare to what i have accomplished so far. First gameplay trailer is coming this week.
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Tiago_BinaryPig
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« Reply #69 on: November 03, 2012, 01:21:08 AM » |
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Update time : - Added the "skill" of falling down of platforms. This game wouldn't be an homage to Contra and other NES games if the player couldn't drop down from platforms - Finished the "side selection" texture. Plus, Sunday i'll upload the first gameplay trailer, finally!
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« Last Edit: May 15, 2013, 11:21:51 AM by KopanoGS »
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Tiago_BinaryPig
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« Reply #70 on: November 05, 2012, 09:02:55 AM » |
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Hey, As promised (a couple of hours late though), here is the first gameplay trailer : Credits : Music and sfx by : Name : Charlie Twitch Website : Portfolio.charlietwitch.com
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« Last Edit: November 05, 2012, 09:23:10 AM by KopanoGS »
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Tiago_BinaryPig
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« Reply #71 on: January 28, 2013, 12:27:20 PM » |
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Hey, Long long long time since my last post on this thread, my bad 10 days after i posted on November 5th, i got a confirmation saying that Nobu: Fat Revenge! was accepted to be part of Desura's alpha funding campaign This made me want to improve the game as much as i could and basically that is what i'm doing. Made a demo, sent to some friends, got lots of feedback and from that, i started to change/add stuff to improve the game. From simple stuff such as colision between characters, to level design, i changed pretty much everything and off course, improved the code aswell. The last couple of weeks, working 12h+ a day, i finish the map editor with some kick ass features that will make everything 100x easier when it comes to level design and making the levels themself : - Animated assets (tiles); - Copy/paste : - One level to another; - One layer to another; - Multiple selection : - Move/remove/add; - Properties's tab: - animated or not; - rotation, scale, origin, etc - etc It's almost a brand new editor made from scratch. Today i spent the day adding more properties and making levels aswell as animating simples assets to test if everything runs correctly. If i continue to work in this pace, i'll release the first build on Desura so i can get even more feedback to make this game better and better Till next update
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« Last Edit: May 15, 2013, 11:22:18 AM by KopanoGS »
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Windybeard
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« Reply #72 on: January 28, 2013, 01:04:40 PM » |
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wow this game is coming along very well, good to see its nearly done
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Tiago_BinaryPig
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« Reply #73 on: January 28, 2013, 01:30:22 PM » |
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wow this game is coming along very well, good to see its nearly done Cheers
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Tiago_BinaryPig
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« Reply #74 on: February 22, 2013, 09:26:03 AM » |
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Another month has past by and with some free time, here's some updates: - Improved particle system; - Improved AI; - Fixed collisions with particles; - Press Start to Main Menu animation; - Main menu finished; - Added particles when enemies spawn; - More levels; - More animated assets; - More normal assets; - Fixed some bugs; First Desura's build coming very soon...
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« Last Edit: May 15, 2013, 11:15:33 AM by KopanoGS »
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Tiago_BinaryPig
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« Reply #75 on: February 23, 2013, 09:50:25 AM » |
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Hey hey, Thought about posting some updates today : - Fixed massive memory leak (in 30m it went from spending 300mb of memory to 500mb of memory). Luckly i was able to detect and fix it - Added a range to every explosion that affects every entity in the game so even if you have a bad weapon, with perfect timing you can knock 3 or 4 enemies with a single bullet. - Enemies now are thrown into the air with the explosions. I've accomplished this by simulating physics with a simple sin wave with random parameters (distance, height of the curve, speed, etc). - Improved more parts of the code. Till next update
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Tiago_BinaryPig
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« Reply #76 on: March 08, 2013, 04:30:39 AM » |
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Good morning/good afternoon, Not much has happened with the game this past week or so. Lost my focus for a while. I tried to improve the performance, unsuccessfully i must say and that why i had to take a break because i was about to smash something. In the meanwhile, the other thing that was bothering was the "studio"'s logo. Imo, it didn't relate that much with games whatsoever and today, after like 5h, i finished the concept for the new logo.
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« Last Edit: May 15, 2013, 11:16:17 AM by KopanoGS »
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Tiago_BinaryPig
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« Reply #77 on: May 08, 2013, 09:37:03 AM » |
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Hi everyone, It's been far too long since my last post but better later than never. I've been working on the game of course, implementing new features and fixing bugs as usual, and here are some of those new features : - The player can crouch, roll, punch and front flip when double jumping. - New animations for each menu. - Transition animation for the HUD when a player dies in coop mode. - Saving icon. - Improved shader's math. - Bug fixes. - etc. I've been considering a new ideia for the game. Have the hability to choose not only the color of the character but add props to it (hats, glasses, et) and all of those props will honor some of my favourite games.
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« Last Edit: May 15, 2013, 11:16:42 AM by KopanoGS »
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Tiago_BinaryPig
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« Reply #78 on: May 12, 2013, 09:42:07 AM » |
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So, After doing the props and an editor to add them to every animation (without having to create textures for each prop) i thought about changing the character design, because it wasn't matching my artstyle. Thanks
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« Last Edit: July 13, 2013, 11:07:33 PM by KopanoGS »
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Tiago_BinaryPig
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« Reply #79 on: May 13, 2013, 03:22:15 PM » |
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Today i've finished the prop's code port from the editor to the game, everything run as it should And, was able to finish the character redesign. Here's the transformation : Hope you guys are enjoying this last updates, the game has suffer some major changes to make as much people as possible happy. Regards ps: bear in mind that i'm a programmer and not an artist
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