TNERB
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« Reply #220 on: October 14, 2014, 01:27:47 AM » |
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So sorry this dev log has been asleep for sometime! Here is a quick screen cap of how the new version of the game currently looks. I ditched the shmup vertical screen progression for a smash tv style view. I think this new view will allow for some more interesting situations with enemies.
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Kyle O
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« Reply #221 on: October 14, 2014, 06:22:45 AM » |
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I'm glad to see you're still working on this!
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alvarop
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« Reply #222 on: October 14, 2014, 06:24:18 AM » |
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Looks interesting and the colours are beautiful. Following.
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TNERB
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« Reply #223 on: November 27, 2014, 01:48:15 PM » |
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Seki
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« Reply #224 on: November 27, 2014, 01:55:45 PM » |
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Played, Done, as said previously the amount of personality is off the scales... Excellent, and Subbed.
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TNERB
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« Reply #225 on: November 29, 2014, 01:39:50 AM » |
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thanks! I forgot to post a screenshot showing off the new fire power! Patrons have early access to the latest build of the game: http://www.patreon.com/creation?hid=1276112The build will be made publicly available soon!
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bounds
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« Reply #226 on: November 30, 2014, 08:12:53 PM » |
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Looks extremely fun to play (speaking as an old Robotron addict), the graphic style is very nice with superb colors and the setting is hilarious. Also think you made the right choice of going for 'arena' style segments (if I understood it correctly).
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folks out there might think I'm crazy, but I've got to rescue Daisy!
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Caravaggi0
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« Reply #227 on: November 30, 2014, 10:49:51 PM » |
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Looks fun. Would it be possible to render the shadows before the walls, decorations or surface items? I always thought it was kind of weird when a circular shadow is drawn perfectly over a non-flat surface.
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TNERB
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« Reply #228 on: April 04, 2015, 04:36:19 PM » |
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trying out destructible terrain
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Rat Casket
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« Reply #229 on: April 04, 2015, 06:20:57 PM » |
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imo destructible terrain is key
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TNERB
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« Reply #230 on: April 14, 2015, 09:03:38 PM » |
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destructible terrain should be in every game
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siskavard
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« Reply #231 on: April 15, 2015, 07:27:21 AM » |
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Remember to practice destructible refrain
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TNERB
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« Reply #232 on: May 09, 2015, 09:14:00 PM » |
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dweedes
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« Reply #233 on: May 13, 2015, 04:02:05 AM » |
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nerba m8 this is lookin slick!!!!!! looks like a gameboy advance game!! i wanna play
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and
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« Reply #234 on: May 13, 2015, 06:15:08 AM » |
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I'm so glad you started blogging on this again, otherwise I'd never have seen it. It looks really cool and unique, I loved Super Smash TV so anything along those lines is always going to peek my interest, and there's really not a lot out there. Destructible scenery is cool as custard and I like how you want to have everything actually add to the game rather than just be pretty - I think that really helps games feel more like tiny little realities that you can slide into rather than just cheap distractions for overworked minds (we've got drugs and alcohol for that right?) So yeah - this looks awesome. I am following eagerly and hoping that you need help with testing at some point in the near future
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blekdar
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« Reply #235 on: May 13, 2015, 07:15:56 AM » |
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Dude! Everything is so vibrant and bouncy! The sprites are very well done too. Reminds me a bit of Superstar saga (just a bit) but it also gives me a dreamcast-y vibe, not 100% why though.
I'd love to give this a shot once you have a new alpha ready. Cheers.
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dweedes
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« Reply #236 on: May 15, 2015, 04:10:36 AM » |
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nerbz, here's my thoughts based on reading through this whole thread (haven't played yet)
- my favourite border is the brown one, the latest one before you went back to placeholder (page 11)
- that animation that you had trouble with, where his head blows up like a cartoon fire hose, i would have made it go the opposite way, as in he starts shacing, then the 'balloon' starts from his head, makes its way into the ground and lets out the BOOM. maybe like, a light orb or something appears above his head and goes into it to start the animation. if that makes sense. also explains where cacto gets the power from to do that attack/?
- nitpicking here, but maybe the border looks weird because the roses use black lines where the cactos at the bottom dont really have hard outlines
anyways yes. keep going. good
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TNERB
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« Reply #237 on: May 16, 2015, 11:20:24 PM » |
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Thanks everyone! There will be a build ready for testing sooon. Dwee that's a good idea about the animation being downward, I think I might just do that. The border has changed so many times that it'll probably change again. I think I'm keeping the roses in the most current border but I'll see about adding some of the features from the previous ones, like the bottom cactos. I'm waiting before I change it again because I'm still uncertain of what information will be displayed on the HUD. Like already lifes have been taken out of the game, I think the most enjoyable way of playing is having the punishment for death be placing the player back a screen/room. Maybe I'll even try out a demon souls type system where if you die in the screen your put back in then you progress even further back through the level. This might also give the player chances to take different routes on a play. I'm also working on adding some different secondary attacks like spiky cactus grenades. I'm trying to work some secret areas into the lvl design
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TNERB
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« Reply #238 on: May 17, 2015, 08:58:46 PM » |
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Adding some new enemies but I don't really like their design. I think I'll add some sand trails and change their sprites to something more "Aztec" to fit the games theme.
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« Reply #239 on: May 18, 2015, 12:23:52 AM » |
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Maybe they could be some kind of smiley Shai Hulud? But smaller obvs. Any kind of sandy maggot really.
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