7Soul
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« Reply #3820 on: May 29, 2015, 07:20:09 PM » |
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orangepascal
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« Reply #3821 on: May 29, 2015, 10:29:33 PM » |
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Space Grunts: "action-turn-based sci-fi rogue-like"
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skaz
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« Reply #3822 on: May 30, 2015, 12:53:05 AM » |
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Space Grunts: "action-turn-based sci-fi rogue-like"
Looks nice! Any prototpe available?
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LOST FORTRESS site! 2d action adventure exploration in an abandoned Dwarf fortress, overrun by weird slug-like creatures.
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Wyeth
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« Reply #3823 on: May 30, 2015, 01:41:47 AM » |
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OP90:
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orangepascal
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« Reply #3824 on: May 30, 2015, 04:08:28 AM » |
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Space Grunts: "action-turn-based sci-fi rogue-like"
Looks nice! Any prototpe available? Not yet. www.spacegrunts.com for more info tho
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gimymblert
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« Reply #3825 on: May 30, 2015, 06:22:08 AM » |
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super mario girl man (looking incredible)
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Torchkas
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« Reply #3826 on: May 30, 2015, 08:44:44 AM » |
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I feel like the pipe excrement animation is really sloppy. Character is pretty cool though.
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ProgramGamer
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« Reply #3827 on: May 30, 2015, 09:01:39 AM » |
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I feel like the pipe excrement animation is really sloppy. Character is pretty cool though.
Yes, but it might be trying to emulate the feel of NES graphics.
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Azure Lazuline
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« Reply #3828 on: May 30, 2015, 10:27:53 AM » |
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NES graphics wouldn't have the multiple layers of the sludge scrolling at different speeds, or in fact they wouldn't have any "scrolling" at all - they'd use palette animation instead.
I can't help but feel a bit disappointed that there's like 15 seconds where you can't damage the boss at all, too... what makes Mega Man bosses awesome is that you can ALWAYS hit them, but shooting is a risk because it means you can't dodge as well. The boss LOOKS really cool but it honestly doesn't seem very fun to fight. Give it less downtime, give something to shoot at during the rapid-fire attack so you can take the risk if you want, and make the bouncing sludgeball be an additional obstacle during some attacks (rather than just dodging it solo, which looks really easy and boring).
If you want to keep the base concept but don't mind reworking it a lot, I'd suggest adding some platforms to jump around on so you can change elevation, and make the boss weave around through them so that its body is your main obstacle. I think that would lead to a lot more dynamic situations - in the current iteration, it has 2 attacks and they're always dodged in pretty much the exact same way every time, with no positioning/risk element whatsoever.
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sugarbeard
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« Reply #3830 on: May 31, 2015, 06:48:23 AM » |
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shellbot
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« Reply #3831 on: May 31, 2015, 09:22:49 AM » |
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That's some cool lookin' shiz Are you using the blender pixel shader?
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Reilly
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« Reply #3832 on: May 31, 2015, 10:04:17 AM » |
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Space Grunts: "action-turn-based sci-fi rogue-like" You should probably go with "Turn-based Nuclear Throne"
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Chris MacAdam
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« Reply #3833 on: May 31, 2015, 12:52:44 PM » |
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Redid an enemy in my game, trying to make him harder.
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BomberTREE
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« Reply #3834 on: May 31, 2015, 02:48:01 PM » |
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Damn sugarbeard, damnnn. Redid an enemy in my game, trying to make him harder. Looking fun! If you want your game to make me cry, you can add easier enemies in that room along-side spider woman.
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sugarbeard
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« Reply #3835 on: May 31, 2015, 03:20:44 PM » |
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That's some cool lookin' shiz
Are you using the blender pixel shader?
Thanks!! It's actually all Unity RenderTextures scaled down then back up to fit the screen (with a few other tricks). Not all that complicated, and no shaders.
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kairunotabi
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« Reply #3836 on: May 31, 2015, 05:27:04 PM » |
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That's some cool lookin' shiz
Are you using the blender pixel shader?
Thanks!! It's actually all Unity RenderTextures scaled down then back up to fit the screen (with a few other tricks). Not all that complicated, and no shaders. I want to know the secrets
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BomberTREE
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« Reply #3837 on: June 01, 2015, 03:57:23 AM » |
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look at my little dragons
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Code_Assassin
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« Reply #3838 on: June 02, 2015, 02:23:17 AM » |
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@Kitheif Woah, that's really neat
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