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TIGSource ForumsCommunityDevLogsEastward Quest
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AD1337
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Lucas Molina


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« Reply #100 on: May 16, 2013, 02:10:48 PM »

I gave it my best shot, Konidias.

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AD1337
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Lucas Molina


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« Reply #101 on: May 16, 2013, 03:30:47 PM »

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.
« Last Edit: May 16, 2013, 04:21:18 PM by AD1337 » Logged

uselessffs
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« Reply #102 on: May 17, 2013, 02:09:05 AM »

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
« Last Edit: May 17, 2013, 08:52:39 AM by uselessffs » Logged
jO
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Adventure awaits!


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« Reply #103 on: May 17, 2013, 03:32:33 AM »

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 »

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 Tongue
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uselessffs
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« Reply #105 on: May 17, 2013, 08:49:23 AM »

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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Lucas Molina


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« Reply #106 on: May 17, 2013, 09:59:04 AM »

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 Well, hello there!
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 »

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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Lucas Molina


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« Reply #108 on: May 17, 2013, 11:00:21 AM »

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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Lucas Molina


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« Reply #109 on: May 17, 2013, 12:00:31 PM »

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 »

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  Grin

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 !  Hand Thumbs Up Left   Wink
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AD1337
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Lucas Molina


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« Reply #111 on: May 17, 2013, 01:08:39 PM »

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 »

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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Lucas Molina


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« Reply #113 on: May 17, 2013, 03:06:51 PM »

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 »

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 »

Looking more awesome every day!
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illugion
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« Reply #116 on: May 18, 2013, 12:15:29 AM »

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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Lucas Molina


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« Reply #117 on: May 18, 2013, 07:45:18 AM »

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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Lucas Molina


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« Reply #118 on: May 18, 2013, 11:03:11 AM »

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 »

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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