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TIGSource ForumsCommunityDevLogsPath to the Sky
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nss_aries
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« Reply #20 on: January 18, 2014, 01:37:59 PM »

This looks good, I like where it's going Smiley
Actually the thing I'd like to see improved most is the sky itself (layers upon layers of parallax clouds, maybe?).

Good job!


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Derqs
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« Reply #21 on: January 18, 2014, 03:48:36 PM »

Loving everything of this
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Gorman
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« Reply #22 on: January 18, 2014, 04:32:57 PM »

Saw this on twitter and loved it. Its evolved really really nicely. Sprites, animations and effects are coalescing nicely to give maximum juice.
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DarkWanderer
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« Reply #23 on: January 18, 2014, 05:31:04 PM »

Can we still do these kinds of moves?
I asked Dek about this on twitter, he said the movement it gave you was too OP. Hopefully he can tweak it or something because that mechanic looks like a TON of fun Crazy
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Christian
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« Reply #24 on: January 18, 2014, 06:00:27 PM »

Can we still do these kinds of moves?
I asked Dek about this on twitter, he said the movement it gave you was too OP. Hopefully he can tweak it or something because that mechanic looks like a TON of fun Crazy
I hope so too. Seeing that kind of combat and how fluid it was, was what me start following the game in the first place.
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DarkWanderer
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« Reply #25 on: January 18, 2014, 06:09:01 PM »

This is supposed to be roguelikish so maybe it could be a rare item or something? & The more combos you stack the further each success hit propels you. There's always a way to balance stuff like that. Even that sword & shield stuff looks cool too. Hopefully there'll be a hefty arsenal at the player's disposal.
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dek
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« Reply #26 on: January 18, 2014, 06:11:51 PM »

Can we still do these kinds of moves?
I asked Dek about this on twitter, he said the movement it gave you was too OP. Hopefully he can tweak it or something because that mechanic looks like a TON of fun Crazy
I hope so too. Seeing that kind of combat and how fluid it was, was what me start following the game in the first place.

The mechanic will definitely be in the game in one way or another, but it will have to be severely limited. The state of the game in those gifs was different: The levels were constructed of free floating blocks that could take some serious effort to get onto. Now the levels are more structured and offer more room for me to play around with stuff like obstacles, traps, ladders etc. It would be a shame if the player would be able to simply circumvent all that by abusing dashing mechanics.
So, what I will probably do is limit the amount of dashes and increase the difficulty to perform them. Dashing will also not be a base skill but rather something the player has to find or achieve. This way it will feel much more meaningful and rewarding. When you just throw free dashes at the player while the leveldesign doesnt require them, it stops being exciting pretty quickly :/
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DarkWanderer
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« Reply #27 on: January 18, 2014, 07:48:36 PM »

You posted your reply at the same time as me so maybe you missed it.
"So, what I will probably do is limit the amount of dashes and increase the difficulty to perform them."
What if the more combos you stack the further each success hit propels you? That could be a way to prevent it from being OP, you'd have to build it up with successive hits before you get any real insane distance on it.
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dek
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« Reply #28 on: January 19, 2014, 08:06:53 AM »

You posted your reply at the same time as me so maybe you missed it.
"So, what I will probably do is limit the amount of dashes and increase the difficulty to perform them."
What if the more combos you stack the further each success hit propels you? That could be a way to prevent it from being OP, you'd have to build it up with successive hits before you get any real insane distance on it.

Still sounds like something that could turn out pretty gamebreaking because it has no upper limit. The maximum range will probably be limited somehow. That way its something that I can design obstacles/fights around.
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Christian
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« Reply #29 on: January 21, 2014, 02:55:17 PM »

Congrats at getting Greenlit!
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« Reply #30 on: January 21, 2014, 08:50:39 PM »

Your game have been greenlit on Steam!!! Congratulations!!!
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« Reply #31 on: January 22, 2014, 03:59:31 AM »

Congrats at getting Greenlit!
Your game have been greenlit on Steam!!! Congratulations!!!

Yess! Thank you everyone so much for being supportive and voting!  Kiss
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DarkWanderer
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« Reply #32 on: February 15, 2014, 11:25:39 AM »

Caught this on his twitter.
http://twitpic.com/dvnezi
Interesting aesthetic shift.
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« Reply #33 on: February 15, 2014, 03:57:04 PM »

Build 273 changes & additions

  • 1px outline shader for increased readability
  • Stuctures have inside/outside elements
  • Monsters drop unique upgrades
  • You can block and reflect things (such as arrows, or projectiles by monsters) with your shield
  • A permanent buff system that can change / influence all of your actions (like modifying reflected projectiles
  • Two monsters: Skeleton and Oildbird
  • Monsters can carry equipment
  • Bombs to remove terrain because terrain generation aint perfect

Animootion:


Caught this on his twitter.
http://twitpic.com/dvnezi
Interesting aesthetic shift.


With the addition of the structure "insides", the dark background has kind of turned into a problem. I mean, visibility and contrast on the bright blue sky wasnt that great, but for some colors (like the players legs for example) the contrast on the dark greys was absolutely terrible, so I added outlines. This has a serious impact on how things read, it makes everything more blobby and heavy but also gives things a simpler silhouette. One good side effect that I got out of this is that I can visually separate important things from eyecandy. With the crapload of particles floating around, the outlines (being rendered even when theres a particle on top of the sprite) add a lot of clarity.  
Creating the shader also required me to switch to "true" lowres to get clean 1px outlines. This kind of hurts some of the more subtle pixel things that I had going on, like the grass (which involved a lot of subpixel vertex movements) or scaling sprites on impact. Im starting to like it though. Its different, but I think its an overall improvement.
I'd be happy to get some feedback on it though!
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DarkWanderer
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« Reply #34 on: February 15, 2014, 04:44:57 PM »

I think it looks good. The outlines give this already gorgeous game a means of standing out, like it literally appears to be popping out at me. I've been pretty preferential to the soft edged pixel art aesthetics that's pretty common place so this style is something I could get used to.
Can you elaborate what entails true low res(I'm just a laymen Facepalm)? I take it the gifs are upscaled, no? How does this affect the game window resolution? Risk of Rain was a game with really cool pixel art but the scale kinda killed it for me, everything was way too tiny in my opinion.
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« Reply #35 on: February 15, 2014, 04:59:35 PM »

I really like it. As DarkWanderer said, the visuals kind of pop out now, more pronounced, and have more "chunky" feel to that that stands out from other pixel games like Superbrothers
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« Reply #36 on: February 16, 2014, 03:37:58 AM »

Animootion:


go dek! looks great!
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« Reply #37 on: February 16, 2014, 12:14:00 PM »

Can you elaborate what entails true low res(I'm just a laymen Facepalm)? I take it the gifs are upscaled, no? How does this affect the game window resolution?

Im sure theres a technical term to describe what I am talking about, but im not aware of it. Basically you can have either what I call 'true low res', where your game is rendered into an actual low resolution image, which is then upscaled to whatever resolution you want to have it as on your screen.
This means that you have an absolute grid of pixels, all perfectly aligned and none of them can move a half pixel or something.  
Then you can have a fake low resolution render mode, where your canvas is as big as your screen, but you render sprites upscaled. That means that, while the sprites appear crisp, they can also move "between" pixels. For example, you could have two boxes that are only 0.5px apart, and it would be displayed as such. Since you are rendering on a much higher raster, you can move the sprites around on a much smaller scale (or distort them whithout it looking jagged). I was using the fake render mode before and now switched to true lowres rendering. You can still toggle both rendering modes as well as outline modes in the options though. Smiley
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DarkWanderer
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« Reply #38 on: February 16, 2014, 12:32:00 PM »

I get it now. Very nice. It's cool that there'll be control over stuff like that in the menu too.
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« Reply #39 on: February 16, 2014, 04:05:46 PM »

Ive been keeping an eye on this for a little while Smiley really shaping up nicely. With the new outline shader it looks like a different game...i don't know if that's a good thing or not, either way it still looks great. Happy to see this has been Greenlit too, nice work!
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