saint11
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« Reply #40 on: May 21, 2012, 07:13:23 PM » |
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Thanks guys! But the text and art (as I said ) is just a placeholder! But please always keep telling me if I make any English mistakes. Since that's not our language we're very prone to mistakes. Ok, so, today's updates. Not much progress but still something: -Added the witch charged move (she spends a lot of magic power to cause a LOT of damage, if no mana, health is consumed) -Now when the witch has no magic power left her attack animation has no fire effect (and low damage) I have plans on working on that message box art today too, but no promises
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saint11
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« Reply #41 on: May 23, 2012, 07:52:54 PM » |
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Today's updates: -Fixed a bug caused by Dropbox ¬¬ I had to manually restore almost all the source code files one by one. Now I'm keeping a daily backup outside of the Dropbox. -The game now detects that the dungeon has ended and shows a message. -Multiple dungeons are now possible. I'm planning to make a world map interface and the player has to keep traveling from dungeon to dungeon. -Message boxes should pause the game now.
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saint11
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« Reply #42 on: May 27, 2012, 12:57:34 AM » |
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We had a meeting and e got some objectives listed up an a new flowchart for the game. Here's our flowchart: It's probably confusing (since it has some Portuguese words) but the main changes are that the game now has a world map and a Career level (that is not be lost when changing dungeons) And the stuff that was done today: -Started working on the character sheet screen (mostly placeholder art) where all the buffs are listed with their descriptions. -New HUD, now with the character sheet button. I swapped the item and equip buttons, so it's easier to click on the item with a touchscreen device.
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saint11
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« Reply #43 on: June 13, 2012, 02:22:16 AM » |
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JackMenhorn
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« Reply #44 on: June 13, 2012, 04:23:45 AM » |
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Art is amazing!
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wg/funstorm
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« Reply #45 on: June 13, 2012, 06:55:10 AM » |
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Looks great, I think I remember your artist from global game jam 2011 in London, I remember his stuff stood out then too.
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MegaLeon
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« Reply #46 on: June 14, 2012, 08:02:51 AM » |
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HOLY MFG- I left this being a little mockup at pixelation. How did it become so awesome?
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Dom2D
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« Reply #47 on: June 14, 2012, 10:25:02 AM » |
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unseven
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« Reply #48 on: June 14, 2012, 12:19:13 PM » |
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Looks great, I think I remember your artist from global game jam 2011 in London, I remember his stuff stood out then too.
Thanks, mate! (I'm Glauber haha) You were from the Time Bomb group, right? Awesome stuff. I might make some more enemies, heard this will be some kind of Pokémon in a dungeon :D
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saint11
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« Reply #49 on: June 14, 2012, 08:01:50 PM » |
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Thanks guys :D Updating today with some concept art for the game villain:
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Bandages
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« Reply #50 on: June 14, 2012, 08:07:08 PM » |
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I might make some more enemies, heard this will be some kind of Pokémon in a dungeon :D
PLEASE.
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wg/funstorm
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« Reply #51 on: June 14, 2012, 11:26:53 PM » |
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Thanks, mate! (I'm Glauber haha) You were from the Time Bomb group, right? Awesome stuff.
Yeah! Your co-artist's husband. We met briefly at the end when I think we were both feeling like death after those crazy 48 hrs. Charmie says hi. I might make some more enemies, heard this will be some kind of Pokémon in a dungeon :D
Do iiiit!
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08--n7.r6-79.84
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« Reply #52 on: June 15, 2012, 05:21:08 AM » |
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saint11, i love your style, man, i love all your games
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brettchalupa
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« Reply #53 on: June 24, 2012, 06:55:15 PM » |
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Looking so good. Keep up the hard work!
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saint11
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« Reply #54 on: June 24, 2012, 06:56:49 PM » |
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Just uploaded a new gameplay video!
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Franklin's Ghost
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« Reply #55 on: June 24, 2012, 08:42:08 PM » |
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Gameplay video looks great. Nice to see it in motion and seems like it plays really well.
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Alehkhs
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« Reply #56 on: June 24, 2012, 09:01:12 PM » |
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-New HUD, now with the character sheet button. I swapped the item and equip buttons, so it's easier to click on the item with a touchscreen device.
Is that confirmation of plans to bring it to Android/iOS?
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oryx
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« Reply #57 on: June 24, 2012, 09:11:13 PM » |
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Looks great, really enjoy the vibe. The big final boss guy (the black slime with eyeball) is cool, and I love the sliced eyeball death - but something about the idle and attack animation doesn't feel quite right - it scales too much or changes too much per frame compared to how the other characters animate, like it was stretched in Photoshop. Does that make sense?
Looking forward to playing!
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saint11
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« Reply #58 on: July 08, 2012, 09:27:40 PM » |
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Hey again, another update! Here's a list of most of the updated stuff: The game now supports random NPCs, and the player gets a dialog choice from it. The NPC also supports random or fixed effects, like healing or hurting the player. I'm planning a new approach on the item and equip system and art. Maybe working with fewer equips and items, avoiding those that are simply better than others, but working with items that are actually different from the others. New control scheme, now it is more centered in the arrow keys. The RIGHT key is for attack and scenery interaction, LEFT for defending, UP and DOWN are for changing floors. SPACE is for using items and C will open the character screen. MOAR ENEMIES! We got 16 monster graphics so far. Also some monsters can throw projectiles now, something that I hope that will give some variety to the gameplay. @Oryx: I agree, the first boss is a little weird! But I'll work on him again later, for now I'll focus on finishing the other stuff, and then I'll review it. @Alehkhs: Yes! But we plan to launch it for PC first.
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