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TIGSource ForumsCommunityDevLogsENYO - Arcade ==! FREE ON STEAM !== [2D Action] v1.4
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c023-DeV
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« Reply #40 on: April 15, 2013, 12:40:34 PM »

Hmm, dunno, just a quick test, torso is a bit off and it's not a dedicated animation yet:


Whatyathink? I somehow prefer the older animation... I mean some dude puts up a wonky video with a sidestep in it and now sidestepping is only refered to that?
« Last Edit: April 15, 2013, 12:48:23 PM by c023-DeV » Logged

Udderdude
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« Reply #41 on: April 15, 2013, 01:00:15 PM »

Looks better, but the way her entire torso turns while her legs stay in place seems kind of wierd.  Like her torso is on a rotating base that's detached from her legs.  You could probably redesign the character to look like that, actually :p
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c023-DeV
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« Reply #42 on: April 15, 2013, 01:03:31 PM »

Looks better, but the way her entire torso turns while her legs stay in place seems kind of wierd.  Like her torso is on a rotating base that's detached from her legs.  You could probably redesign the character to look like that, actually :p

yeah that is what I ment... thats a common problem with "360°/TankTorso" aiming I guess?!? If you find some reference with a good solution I'd be glad to know.
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Udderdude
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« Reply #43 on: April 15, 2013, 01:06:32 PM »

Make her legs turn around when her torso does?  That's about all I can think.

Personally in my overhead games I just make the entire character turn when aiming and firing.
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c023-DeV
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« Reply #44 on: April 15, 2013, 01:51:54 PM »

Make her legs turn around when her torso does?  That's about all I can think.

Personally in my overhead games I just make the entire character turn when aiming and firing.

Yeah I'll give it a try tomorrow with backwards animation.

And her legs turn in the walking direction when you just aim with the D-Pad, but walking with D-pad or wasd and then Aiming with mouse or analog stick makes it a bit more challengeing, but I'm sure I'll get it cool somehow.
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c023-DeV
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« Reply #45 on: April 17, 2013, 05:22:19 AM »

Pimping the moves and visuals...working on releasing a Press-Demo by the end of the month.

If anyone is interested on making a Print/Blog preview just PM me what and where and I'll put you on the list. I'd be honoured!

My first printed Tooltip will be released in the next issue of MakingGames (the biggest German Game Developer Magazine, yehaa!) by the 26th of April. Thanks to them for that!

www.makinggames.de/shop
MakingGames AppStore
MakingGames Android version (BETA!)

back 2 work...
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c023-DeV
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« Reply #46 on: April 18, 2013, 05:13:47 AM »

Ok, Options menue is built in and ready to get/set some Options.



Now I have to repair the level selection menue and the Keyboard+mouse controls...  Apoplectic
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DustyDrake
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« Reply #47 on: April 18, 2013, 07:42:02 AM »

Looks better, but the way her entire torso turns while her legs stay in place seems kind of wierd.  Like her torso is on a rotating base that's detached from her legs.  You could probably redesign the character to look like that, actually :p
With those small pixels though it likely wouldn't change much though
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c023-DeV
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« Reply #48 on: April 21, 2013, 03:42:43 PM »

Here is a toastfresh loop, still raw and wip but I like where its going and thought I'd share it to give you a taste of the direction:

https://soundcloud.com/dev-zoo/enyo-stage01

and another one, also "unmastered":

https://soundcloud.com/dev-zoo/enyo-guitmen01
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c023-DeV
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« Reply #49 on: April 28, 2013, 03:48:11 AM »

Finally got a chance to check out the CAT (character animation tools) within 3dsMax 2013:



And I must say they are the first real improvement over the old biped (Character Studio) setup I've been using for years... Rig creation and typical stuff like mirror now all work to my satisfaction, guess I'll be using them more in the future.

http://download.autodesk.com/us/3dsmax/CAT-how-to-movies/index.html
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c023-DeV
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« Reply #50 on: May 06, 2013, 01:50:28 AM »

Made some Phat explosions and now making the sound FX for them.

« Last Edit: May 06, 2013, 04:57:50 AM by c023-DeV » Logged

c023-DeV
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« Reply #51 on: May 06, 2013, 05:00:56 AM »

Thought I'd make a quck demo on sound design with a little synth called OP-1:





Hope that's useful to someone and here is a more indepth video on how it works:


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Udderdude
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« Reply #52 on: May 06, 2013, 05:06:42 AM »

Your video is set to private ..
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c023-DeV
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« Reply #53 on: May 06, 2013, 05:09:04 AM »

Your video is set to private ..

Ups, sorry, fixed, thanks! =)
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Udderdude
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« Reply #54 on: May 06, 2013, 05:29:33 AM »

There we go.  Having fun with FM synth huh?  I did a few instrument/effect samples with VOPM a few years ago .. heavy stuff.
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c023-DeV
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« Reply #55 on: May 06, 2013, 05:43:14 AM »

Yey, I love synths! Hand Metal LeftMock AngerHand Metal Right and I'll be using a lot of FM for the soundtrack. In the vid it is the digital engine of the device Wink

But my others are VSTs (NI Massive is a nice software synth that I started with).

This device in the video is my current workhorse. If you see it somewhere I recommend you give it a play =)
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c023-DeV
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« Reply #56 on: June 13, 2013, 03:13:24 AM »

OK it has been a while, real life had me on hold. Just brought my girl to the airport, she is off to Brazil, won't see her in a while =(

But now I can focus on the Demo release and would like to take this opportunity to ask you all what you would like to see in the Demo?

I was planning to give out the whole first chapter (5 Levels 1 mini boss and a main boss peek)

What do you think? Any input welcome!
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c023-DeV
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« Reply #57 on: June 13, 2013, 03:52:22 AM »

Oh and because GIFs are cool:


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Udderdude
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« Reply #58 on: June 13, 2013, 03:57:42 AM »

Art looks a bit better now ..
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c023-DeV
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« Reply #59 on: June 13, 2013, 04:22:40 AM »

Art looks a bit better now ..

Thanks, dude! There are quite a few sweet spots that I haven't shown yet because I want you to experience it in game. But I can say that the game is full of crazy artwork, sounds and secret points of interest...
I've increased the tile variations and transitions too... still rambling about what I should show in the demo...
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