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1390870 Posts in 66802 Topics- by 59539 Members - Latest Member: PatrickN

April 18, 2021, 04:07:28 PM

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TIGSource ForumsCommunityDevLogsUnEarth
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GhostBomb
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« Reply #20 on: September 09, 2012, 09:26:53 PM »

Update!

-added a new item/enemy to layer 2!  Strange mushrooms can be found growing deep beneath the surface.  You can pick them and activate them for explosive results!  You'd better pick them fast though, or they'll start hopping away!

-added a song for the tutorial

-improved the sprite for the strange orb treasure thing.
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« Reply #21 on: September 21, 2012, 01:28:49 PM »

Large Update!

-Added a new monster to layer 2!  Golems will spawn near the player and can jump over small gaps and climb walls.  Only the walk animation is done for them right now though.

-Mushrooms explosions now deal less damage at the outside edges.  Mushrooms won't get stuck in the ceiling anymore.

-Vastly improved the spawning mechanism for worm monsters.  Bats and turtles won't spawn right next to each other anymore.

-You can now "lock" an item by pressing c in your inventory.  Locked items won't be sold when you sell your cargo at the shop.  Consumable items are locked by default.

-Newer items go to the top of the inventory list instead of the bottom.

-Fixed a bug where you would still get money for an item even if you used or discarded it.

-Fixed what is hopefully the last of those dang inventory bugs.  If you see gaps or items overlapping each other in the inventory, please tell me.
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« Reply #22 on: September 26, 2012, 02:30:22 AM »

It looks edible. Good job so far.
I'd like you to cancel out that immediate ESCAPE key quit. It's... unnatural.
« Last Edit: September 26, 2012, 02:38:32 AM by eyeliner » Logged

Yeah.
baconman
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« Reply #23 on: September 27, 2012, 09:30:45 PM »

Liking the looks of this too. I'll plug around a bit with it and post some, it's one of those concepts I've been wanting to toy around with myself.
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GhostBomb
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« Reply #24 on: October 04, 2012, 11:38:55 PM »

A Very Slimy Update!




-Slimes have been added.  These strange monsters have a penchant for dropping down on top of you (or dropping up from below you.  Slimes have a very loose grasp on the laws of gravity).  The strait forward approach for defeating monsters won't work against these guys as they can flatten themselves to dodge your projectiles.

-Golems now have a new climb and spawn animation.

-Pressing escape in game will pause the game and give you the option of returning to the title screen where you can press escape again to exit the game.
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« Reply #25 on: October 07, 2012, 09:36:43 PM »

Update:

-An alarm will sound when either your health or you fuel gets low.
-Actions and upgrades in the shop will light up when you can use/buy them.
-Tweaked the spawn rates on layer 2.
-Added new sound effect for changing selections in menus.
-Fixed a few bugs.

Oh, and I made a new screen shot... You know... for that thing....

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« Reply #26 on: October 12, 2012, 03:52:06 PM »



-I added a new enemy to layer 2.  It floats in one spot until it sees you horizontally or vertically then charges at you.  It's kind of a WIP.  It was meant to be more difficult than any of the other monsters in the area but right now it's kind of... underwhelming.  I'm thinking of maybe letting it move diagonally.

-Made the music for layer 2 slightly quieter.

-Fixed a visual bug for discarding items.
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« Reply #27 on: November 17, 2012, 09:30:47 PM »

NEW ENEMY

I've finally gotten around to adding the final enemy to layer 2.  Introducing the Giant Golem!  Animating this guy was such a pain  Crazy

This guy is twice as big as any other common enemy you've faced.  He attacks by throwing his huge head at you and splits into two smaller golems when he dies.

I'll upload a picture of him when I feel like it.
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« Reply #28 on: November 18, 2012, 02:20:09 AM »

That looks good, it catches the eye less whilst still complimenting the environment. How does it work for your other tilesets though?
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GhostBomb
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« Reply #29 on: November 18, 2012, 09:50:25 AM »

That looks good, it catches the eye less whilst still complimenting the environment. How does it work for your other tilesets though?

?

Not sure I know what you're referring to.
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« Reply #30 on: November 23, 2012, 09:16:36 PM »



I'm starting to work on the underground village you'll gain access to in layer 2.  Not only can you talk to the villagers to get knowledge about the depths of the planet, but the store here will bring a new dynamic to the game where you'll have to collect specific items and trade them in for various upgrades and consumables.

This will require a lot of art assets and coding.  Wish me luck.

BTW, if you're planning on playing the game PLEASE leave a comment about how you thought it felt to you.  I'm a horrible judge of my own game.  Thanks!
« Last Edit: November 24, 2012, 12:43:09 AM by GhostBomb » Logged

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« Reply #31 on: November 29, 2012, 09:46:19 PM »

BIG Update!

I completely reworked the main character sprite!  Admire his striking beauty.



I also changed the HUD and inventory colors slightly and got rid of that awful picture during the loading screen.

Another moderate change is that in layer 2, blocks will now flash before revealing a spike trap.
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« Reply #32 on: November 30, 2012, 08:01:46 AM »


I completely reworked the main character sprite!  Admire his striking beauty.


HA HA HA, he really is beautifully striking!
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GhostBomb
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« Reply #33 on: December 29, 2012, 02:35:32 AM »

Well this project is pretty much dead in the water as long as my new computer doesn't play the game properly.

It would help me greatly if you knew anything about how to fix it:
http://gmc.yoyogames.com/index.php?showtopic=563520
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