AD1337
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« Reply #100 on: May 16, 2013, 02:10:48 PM » |
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I gave it my best shot, Konidias.
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AD1337
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« Reply #101 on: May 16, 2013, 03:30:47 PM » |
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Someone suggested this too: I'm considering releasing an initial version as a single-level game, like an infinite runner. That's pretty much done, I'd just have to throw in some new enemy abilities and put the enemy sprites that I already made in the game, and animate all those. It would let me bypass all the work of making extra levels, items, enemies and bosses (which could be in a sequel). It's very tempting.
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« Last Edit: May 16, 2013, 04:21:18 PM by AD1337 »
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uselessffs
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« Reply #102 on: May 17, 2013, 02:09:05 AM » |
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I'm considering releasing an initial version as a single-level game, like an infinite runner. I'd buy it. Regarding the menu, maybe just extend the grass area below it and put a transparent overlay that slightly lightens or darkens the green of the grass? Like this or like this
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« Last Edit: May 17, 2013, 08:52:39 AM by uselessffs »
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jO
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« Reply #103 on: May 17, 2013, 03:32:33 AM » |
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I really like the borderless integration of the background / map into the normal game view. It's so nice that it serves 2 purposes; giving depth to the game view and allowing for an overview as to where you are located in the level.
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fylth
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« Reply #104 on: May 17, 2013, 05:29:16 AM » |
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If you were looking for a way of showing your position on the map in the background, have you considered using the position of the sun? A parallax layer could have the sky go from dusk to day to evening. I don't know how well that would work, just spitballing here
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uselessffs
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« Reply #105 on: May 17, 2013, 08:49:23 AM » |
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Another idea (pic is from FFXII): Thin bars instead of this big, fat rectangle, and the number displayed near it. Allows the action to take up most of the screen while providing a very clear and straightforward HUD. You might want to add shadowing to the letters and bars for better readability, and to add a gradient to the bars to make them look less monolithic and allow the player to quickly see how much health they have left and how much XP they need.
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AD1337
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« Reply #106 on: May 17, 2013, 09:59:04 AM » |
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fylth: Sounds awesome, and like most awesome things, would take a lot of effort. I think I'll keep it simple. jO: Thanks, I like it too. It'll probably stay like this. uselessffs: Thanks. I think my fat bars are better! I like them big I also think that a gradient would blur out the ability for a player to quickly see stuff. The bar is precise, a gradient isn't. Here's the graveyard: I'll probably stick to the 10 levels plan.
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Bree
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« Reply #107 on: May 17, 2013, 10:08:01 AM » |
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Wow dude, this is looking fun. Love the oomph of the sword hits and the money UI, very delicious. Looking forward to seeing the rest!
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AD1337
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« Reply #108 on: May 17, 2013, 11:00:21 AM » |
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Zest:Thanks! Ghosts! Their special ability is to disappear and reappear. It can be annoying if you forget they were there. Ninja bunnies will have a similar ability, but they will move too.
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AD1337
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« Reply #109 on: May 17, 2013, 12:00:31 PM » |
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Here's the spider's ability: poison!
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Whiteclaws
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« Reply #110 on: May 17, 2013, 12:08:09 PM » |
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I'm a bit bored , and I was following this project for a bit ... I think it looks awesome , but it lacks some diversity in the enemy types , I'm here to help Some ideas ; Boar ; Rushes at you on sight Bomb ; Explodes on hit Revolvegie Plants ; Shoots a bullet towards player that need to be countered to the plant Gremlin Archers ; Shoot arrows that can't be deflected Treasures ; Guarded by powerful monsters ex. Hope that helped and Good luck !
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AD1337
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« Reply #111 on: May 17, 2013, 01:08:39 PM » |
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Whiteclaws:Thanks for the ideas! Better bushes behind the UI for the first level:
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Son of Bryce
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« Reply #112 on: May 17, 2013, 01:25:29 PM » |
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This looks great.
Just wanted to say that I think the base of the graves/distance markers should be pushed up just a bit, since the player can walk right over them. Just a suggestion that you can walk in front of them. Initially, to me it looked like they were barrier that you couldn't pass through until I saw you walk through them in one of the clips.
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AD1337
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« Reply #113 on: May 17, 2013, 03:06:51 PM » |
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Son of Bryce: Thanks! To show that the player gets hurt, enemies charge forward and character gets knocked back. Also a slash animation.
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uselessffs
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« Reply #114 on: May 17, 2013, 03:38:33 PM » |
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To show that the player gets hurt, ... character gets knocked back.
It somewhat breaks the dynamic of the movement, doesn't it? I think it's slightly uncomfortable to look at after a few times. What about visible pain on the character's face instead? Like this: >.<
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siskavard
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« Reply #115 on: May 17, 2013, 11:36:17 PM » |
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Looking more awesome every day!
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illugion
Level 1
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« Reply #116 on: May 18, 2013, 12:15:29 AM » |
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Wow it's a lot easier to understand what's happening now and the game looks even more beautiful, its been just some days that i don't look at this and it evolved alot :O
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AD1337
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« Reply #117 on: May 18, 2013, 07:45:18 AM » |
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siskavard and illugion: Thanks! I've increaased the player's recovery speed after the recoil, but I don't like it so much, I think it's too fast now. Also, he walks in at the beginning of the level. Also, holes.
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AD1337
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« Reply #118 on: May 18, 2013, 11:03:11 AM » |
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Considering a red flash, but I think it's too much negative feedback for something that the player is supposed to do (attack enemies).
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aberrantmind
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« Reply #119 on: May 18, 2013, 11:27:53 AM » |
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I like the knock back when hit, but don't think the screen should shake, it hurts my eyes. what if just the character got knocked back a bit, and then ran a bit faster to catch up with the screen?
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