goob256
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« Reply #60 on: November 22, 2013, 10:44:06 PM » |
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Two questions, only one needs answering: will you have difficulty levels or how difficult will this game be? Megaman difficult? I really suck at games (shame on me) but this looks like a lot of fun.
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CastlePixel
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« Reply #61 on: November 23, 2013, 08:46:50 AM » |
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Two questions, only one needs answering: will you have difficulty levels or how difficult will this game be? Megaman difficult? I really suck at games (shame on me) but this looks like a lot of fun.
We are planning on having difficulty levels. Easy: You respawn in the room you die in until you run out of lives. After you're out of lives, you respawn at the last save point. Medium: You respawn at check points on death. 0 lives = a trip to the save point. Hard: Is still up in the air right now. Most likely it will come down to 0 lives = game over, restart the game.
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CastlePixel
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« Reply #62 on: December 02, 2013, 06:30:00 PM » |
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A short clip of the rotating platforms. We can set number of platforms (up to 7) the length of the arms and the rotation speed.
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SolarLune
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« Reply #63 on: December 02, 2013, 11:53:49 PM » |
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Hah, game looks pretty cool. The only thing I have CC for is the main character's hair - it's a bit too realistic, I guess? It's kind of odd. Perhaps more of a "Batman-esque" black + blue scheme would be interesting?
Anyway, good work!
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CastlePixel
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« Reply #64 on: December 03, 2013, 06:33:16 AM » |
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Hah, game looks pretty cool. The only thing I have CC for is the main character's hair - it's a bit too realistic, I guess? It's kind of odd. Perhaps more of a "Batman-esque" black + blue scheme would be interesting?
Anyway, good work!
Thanks for the feedback!
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CastlePixel
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« Reply #65 on: December 03, 2013, 07:42:58 PM » |
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Got the basics of the commando bot in place. Attack patterns still need to be set as well as some additional effects.
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CastlePixel
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« Reply #66 on: December 07, 2013, 12:46:14 PM » |
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« Last Edit: December 08, 2013, 07:50:59 PM by CastlePixel »
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CastlePixel
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« Reply #67 on: December 08, 2013, 07:51:48 PM » |
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Screengrab of one of the rooms from the barracks zone.
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CastlePixel
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« Reply #68 on: December 09, 2013, 09:12:42 PM » |
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Barracks map I did tonight
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CastlePixel
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« Reply #69 on: December 10, 2013, 06:09:47 PM » |
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Connor
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« Reply #70 on: December 10, 2013, 08:58:51 PM » |
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looks awesome
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CastlePixel
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« Reply #71 on: December 11, 2013, 06:17:38 AM » |
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CastlePixel
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« Reply #72 on: December 14, 2013, 08:05:16 AM » |
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CastlePixel
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« Reply #73 on: December 15, 2013, 11:51:24 AM » |
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Live stream of map creation
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Rosstin
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« Reply #74 on: December 15, 2013, 04:00:47 PM » |
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The level design stream was awesome! Rob, I adore the thwomp elevator. I've been waiting to see one of those. Hey, guys, I'm Rosstin. I'm the other level designer for Rex. I spent today working on deviously hidden secret rooms for the Barracks zone. This was my favorite secret room today: Basically, you have to use a combination of charge shots and wall-jumping to get to the upgrade. It's... not easy.
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« Last Edit: December 15, 2013, 04:12:38 PM by Rosstin »
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DrunkDevs
Level 1
Drink beer and make games
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« Reply #75 on: December 15, 2013, 04:41:03 PM » |
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Good golly. Everything I see for this game just screams instant classic.
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Christian
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« Reply #76 on: December 15, 2013, 07:03:33 PM » |
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Is there really nowhere to preorder this yet? Every new GIF/screenshot looks so good
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CastlePixel
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« Reply #77 on: December 16, 2013, 06:20:33 AM » |
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Good golly. Everything I see for this game just screams instant classic.
You're making us blush! Is there really nowhere to preorder this yet? Every new GIF/screenshot looks so good
We're shooting for the end of this month to have a new demo, trailer and pre-orders!
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« Last Edit: January 02, 2014, 08:17:49 PM by CastlePixel »
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Rosstin
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« Reply #78 on: December 16, 2013, 06:48:23 PM » |
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This is the presentation I gave on Rex for IGDA Baton Rouge. It's about good and bad design elements from the NES era. I'm considering polishing up one of the topics and turning it into a more detailed Gamasutra article analyzing death models or conveyance.
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CastlePixel
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« Reply #79 on: December 16, 2013, 09:11:23 PM » |
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New map finished up today. Focuses mostly on wall jumping / sliding.
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