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TIGSource ForumsCommunityDevLogsEastward Quest
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AD1337
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Lucas Molina


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« Reply #60 on: May 12, 2013, 12:32:45 PM »

Thanks for the comments, guys.

I made a more detailed tutorial with text. It's only 10 seconds long and speaks more to the player. I tried looking at my previous textless tutorial as someone who had never seen the game and I was utterly confused. I think this is way more communicative, and it's only 10 seconds.

If you fail to kill the enemy or pick up the heart, it respawns eternally until you get it right.

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tupelocase
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« Reply #61 on: May 12, 2013, 12:40:19 PM »

Oh, that's a cursor, and the black lines which are changing is the gold count going up

My studiousness and short term memory know no bounds  T_T
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Raku
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Dream's Bell


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« Reply #62 on: May 12, 2013, 04:36:07 PM »

Wow, this is reminiscent of half-minute hero, and I love it! Great job with the progress you've made so far, I look forward to seeing this game finished!
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Dooleus
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« Reply #63 on: May 12, 2013, 06:16:16 PM »

Saw your post on reddit earlier... it's cool to see from this devlog how this has progressed.

I just composed three loops that were inspired by this game:

https://soundcloud.com/rob-dooley/chiptune-loop-carry-on

https://soundcloud.com/rob-dooley/chiptune-loop-tension

https://soundcloud.com/rob-dooley/chiptune-loop-if-it-aint

If you're interested in using any of them, contact me.
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AD1337
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Lucas Molina


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« Reply #64 on: May 13, 2013, 03:20:56 PM »

Thanks guys.

Dooleus: thanks, but I have a musician friend who's scoring this game. Cool music, though.

Gold loot!



Don't mind all the bread, the spawn rate isn't balanced yet.
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Dooleus
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« Reply #65 on: May 13, 2013, 05:11:26 PM »

Alright. Looking forward to checking out the game when it's done. Keep up the great work!
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AD1337
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Lucas Molina


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« Reply #66 on: May 13, 2013, 06:18:29 PM »

A standing slime animation:

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AD1337
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Lucas Molina


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« Reply #67 on: May 14, 2013, 12:16:31 PM »

Possibly increasing the screen size and bringing back the landscape map thing.



I've made the spawn rate of stuff dynamic, so that it can be different between levels (early levels spawn more healing objects) and also inside the level (more enemies at the end of the level).
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Konidias
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« Reply #68 on: May 14, 2013, 01:47:57 PM »

Maybe I just missed it... but what are the numbered signs for?
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AD1337
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Lucas Molina


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« Reply #69 on: May 14, 2013, 02:00:00 PM »

Maybe I just missed it... but what are the numbered signs for?

They indicate the distance (in tiles) left to finish the level.

Made more enemy sprites for the graveyard level:



Also I've made some changes to the landscape: made the colors more saturated and replaced the tower with some creepy trees to indicate the graveyard in the next level.


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AD1337
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Lucas Molina


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« Reply #70 on: May 14, 2013, 02:51:41 PM »

Working on enemy special abilities. The big slime slows you.

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SirNiko
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« Reply #71 on: May 14, 2013, 02:58:52 PM »

Isn't being slowed a good thing? It gives you more time to react or sweep a line to collect all the items.

Although I could see it as a trade - kill a powerful monster and lose a chunk of life but get a temporary buff in the form of better reaction time.
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AD1337
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Lucas Molina


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« Reply #72 on: May 14, 2013, 03:27:30 PM »

Isn't being slowed a good thing? It gives you more time to react or sweep a line to collect all the items.

Although I could see it as a trade - kill a powerful monster and lose a chunk of life but get a temporary buff in the form of better reaction time.

It can be a good thing and it can be a bad thing. Because there will be other abilities, like this one:



The ogre follows the player slowly. You can dodge him well enough at full speed, but if you are slowed down, you're unlikely to make it.
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DustyDrake
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« Reply #73 on: May 14, 2013, 03:33:27 PM »

The map/overview player seems very out of sync with the one you're actually controlling
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AD1337
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Lucas Molina


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« Reply #74 on: May 14, 2013, 03:44:53 PM »

The map/overview player seems very out of sync with the one you're actually controlling

Yeah, I've noticed. I don't even know why he's showing the attack animation, he's not supposed to be, I don't remember coding that...

Anyway I changed the ogre a bit, looked like he was made of gold.

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AD1337
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Lucas Molina


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« Reply #75 on: May 14, 2013, 05:58:59 PM »

Trying a cute transition for the victory screen. It extends the bottom map skywards where the playable area was.



The gif ate some colors.
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i-kari
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« Reply #76 on: May 15, 2013, 01:04:27 AM »

Nice work! I'm a fan of simplicity and the mechanics interest me from a design point of view.

Would there be bounce back if you hit an enemy that was stronger than you? I'm curious to know how tougher enemies that require more than one hit to kill will be handled.

Me too. Or are you simply able to beat any enemy if you have full health?
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AD1337
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Lucas Molina


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« Reply #77 on: May 15, 2013, 09:44:34 AM »

Nice work! I'm a fan of simplicity and the mechanics interest me from a design point of view.

Would there be bounce back if you hit an enemy that was stronger than you? I'm curious to know how tougher enemies that require more than one hit to kill will be handled.

Me too. Or are you simply able to beat any enemy if you have full health?


You can beat any enemy as long as you have more HP than their strength.

Bosses will be different, some will retreat after you hit them so that you have to hit them multiple times to kill them.

I've put items in their slots:

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uselessffs
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« Reply #78 on: May 15, 2013, 10:40:18 AM »


Perhaps a death or knockout animation in the combat screen in addition to the freeze and fade to black?

edit: also it could be cool if the cape sadly fell down on the hero when he cries
« Last Edit: May 15, 2013, 10:52:16 AM by uselessffs » Logged
AD1337
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Lucas Molina


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« Reply #79 on: May 15, 2013, 12:09:33 PM »

Certainly, uselessffs, but I'm one guy making everything and I need to allocate my time well. A death animation would be great, but I need to prioritize more important parts of the game. The same goes for spending more time on the crying animation - it's just not as important as countless other elements of the game. I'm not good at animating and getting them right eats up a lot of my time.

Sidestep speed is now dynamic, Slow effect slows it down too and you will be able to buy items to make it faster (probably the boots).

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