vittorioromeo
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« Reply #20 on: September 22, 2013, 08:31:13 AM » |
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 Fixed the issues and added hair to the Assassin (not definitive).
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Quarry
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« Reply #21 on: September 22, 2013, 09:07:21 AM » |
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I think the knight is still wrong...
I'm confused
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vittorioromeo
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« Reply #22 on: September 22, 2013, 11:07:52 AM » |
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Yep, seems it still had some problems with the armor shoulderpads. I moved the pixels to the correct location and added some extra details: 
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vittorioromeo
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« Reply #23 on: September 22, 2013, 02:21:01 PM » |
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new video - fighting some enemy types
Current (temporary) enemy types: 1. small alien: just runs at you and deals damage on touch 2. charger: periodically charges against the player 3. juggernaut: fast, resistant to damage, constantly shoots bullets 4. giant: fast, heavy, very resistant to damage, constantly showers the player in bullets
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TonyNowak
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« Reply #24 on: September 22, 2013, 04:50:47 PM » |
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The characters are hard to make out, strictly because of the COLOR OF THE FLOOR AND SURROUNDING OBJECTS, they clash a ton. If you'd fix those (maybe try some complimentary colors or use the same color and make the floor darker and the walls lighter) it'd be a lot easier to read. But totally awesome job on particles, I am dazzled sir.
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vittorioromeo
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« Reply #25 on: September 23, 2013, 12:45:26 AM » |
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The characters are hard to make out, strictly because of the COLOR OF THE FLOOR AND SURROUNDING OBJECTS, they clash a ton. If you'd fix those (maybe try some complimentary colors or use the same color and make the floor darker and the walls lighter) it'd be a lot easier to read. But totally awesome job on particles, I am dazzled sir.
Thanks for the feedback. Unfortunately I'm a terrible artist, especially when it comes to colors - I've tried multiple times to mess with the colors but I cannot find a way to prevent "clashing". I admit I could use an hand here...
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vittorioromeo
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« Reply #26 on: September 23, 2013, 05:41:16 AM » |
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I tried lowering brightness and contrast a bit, also messed with the hue - is it more readable now? 
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Rat Casket
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« Reply #27 on: September 23, 2013, 05:56:09 AM » |
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I'm not seeing any glitches ..
Neither am I.
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Quarry
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« Reply #28 on: September 23, 2013, 07:48:32 AM » |
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I'm not seeing any glitches ..
Neither am I. Yep, there are some .gif glitches. I recorded it as usual, but had to crop it with GIMP because it was too big. And it got glitched  I stand correct
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Rat Casket
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« Reply #29 on: September 23, 2013, 07:51:12 AM » |
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Nobody said you were wrong.
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Quarry
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« Reply #30 on: September 23, 2013, 08:22:32 AM » |
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Then why did you reinforce his statement
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Rat Casket
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« Reply #31 on: September 23, 2013, 08:36:13 AM » |
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Because neither of us saw the glitches you failed to describe. He and I both assumed the left over green bits were body parts rather than some glitch.
Also I didn't see the dudes post verifying that it was a glitch. Either way nobody said you were wrong. I simply said I didn't see them.
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Quarry
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« Reply #32 on: September 23, 2013, 10:17:32 AM » |
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k cool
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vittorioromeo
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« Reply #33 on: September 24, 2013, 01:33:33 AM » |
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new video - major progress (ai, gfx, etc...)
* Major AI improvements: pursuit/evade/seek behaviors * New enemy type: spinning ball * New enemy type: gunner small alien - shoots like the player (restricted to 8 directions), tries to line up his shoots * GFX improvements: characters are easier to see, random tile variations
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somin
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« Reply #34 on: September 24, 2013, 01:43:03 AM » |
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Neat  I like the flocking behaviour look when they try to stay at a distance and avoid each other at the same time  keep it up!
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vittorioromeo
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« Reply #35 on: September 24, 2013, 01:11:23 PM » |
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Thanks for the feedback!
new video - all alien types can now have weapons
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vittorioromeo
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« Reply #36 on: September 25, 2013, 08:13:42 AM » |
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new video - turrets, bar hp counter, pits, new enemy variants
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Udderdude
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« Reply #37 on: September 25, 2013, 10:01:10 AM » |
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You might want to work on those turret graphics. At first I thought they were indestructable, permanent parts of the level .. until you blew them up, of course. D:
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vittorioromeo
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« Reply #38 on: September 25, 2013, 11:02:26 AM » |
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You might want to work on those turret graphics. At first I thought they were indestructable, permanent parts of the level .. until you blew them up, of course. D:
Hmm, any idea on how I could make it clearer that they are destructible? I kinda like the fact that they are "embedded" into level architecture. Also, started to work on a smudgy font for the HUD:  And here's the update spritesheet in all it's horribleness: 
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« Last Edit: September 25, 2013, 11:08:18 AM by vittorioromeo »
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vittorioromeo
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« Reply #39 on: September 25, 2013, 11:52:30 AM » |
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Got auto-tiling walls implemented!  And the code is great:  ...just kidding, but it's easy to refactor 
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