matpow2
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« Reply #20 on: January 08, 2014, 06:04:44 PM » |
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Been spending a lot of time fixing up the sounds. Mostly, this involves tweaking the base synths completely, then adding compression/delay for extra polish. Also post-EQ is usually a good idea so you can sweep for some of the important/good-sounding frequencies and adjust the levels accordingly. Example: OriginalMasteredEspecially compression is important so e.g. dying doesn't blow out your eardrum, while still giving the impression of a big impact. Personally, I don't like sfxr for sound generation, I just do my own sounds in Renoise using different synths. IMHO, sfxr has become a cliché with indie games, and people should spend more time doing audio engineering. Colors were also tweaked to have more contrast, even though I don't feel like I'm done with this yet. After some playtesting, it was clear that enemies were getting too easy, so I've been tweaking their difficulty. The small enemy jumpers now rotate in air, and the bulky enemies shoot lasers. I still want to implement more enemy types, but I'll have more time for that next week. So yeah, it's been a week of polish. Inspired by some Knytt games (which, coincidentally, I've also done porting for), I've added "walkers" that decorate the rooms without enemies in them: Slug away!
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« Last Edit: January 08, 2014, 06:25:19 PM by matpow2 »
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alvarop
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« Reply #21 on: January 08, 2014, 11:16:07 PM » |
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Very, very pretty. I like the character a lot.
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matpow2
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« Reply #22 on: January 10, 2014, 07:52:06 PM » |
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Very, very pretty. I like the character a lot.
Cheers! Also, doing some preliminary testing of 1080p footage for the trailer I'm working on. I think I'll just leave this here:
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alvarop
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« Reply #23 on: January 10, 2014, 09:20:14 PM » |
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I don't know if it's the music of the absurd rotation but I died right here. Great.
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Christian
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« Reply #24 on: January 10, 2014, 09:39:54 PM » |
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Very, very pretty. I like the character a lot.
Cheers! Also, doing some preliminary testing of 1080p footage for the trailer I'm working on. I think I'll just leave this here: So that's the secret to the perfect trailer? Gameplay elements, music, and 30 seconds of spinning
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matpow2
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« Reply #25 on: January 10, 2014, 11:00:57 PM » |
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So that's the secret to the perfect trailer? Gameplay elements, music, and 30 seconds of spinning
2014 will be awesome. On a more serious note, I'm still working on the trailer. Considering getting an HDMI capture card so I can do 60FPS, but for now, FRAPS with 30FPS will have to do! Some WIP music: http://mp2.dk/music/Trailer.ogg
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matpow2
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« Reply #26 on: January 15, 2014, 01:02:00 PM » |
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Right, so I decided to expand the backstory a bit, just to explain why Tim is actually up in space. (ignore the horrible GIF encoding) The guy on the bench is a horrible model, I really need to fix it up. Also, intro music: http://mp2.dk/music/A%20Decision.oggAdded some small HP-lets as well, so you can actually regain your health now: Still working on the trailer music!
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matpow2
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« Reply #27 on: February 01, 2014, 03:24:38 AM » |
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Right, so I finished a trailer for January:
It's obviously not the final trailer, but it'll work for now!
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matpow2
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« Reply #28 on: February 05, 2014, 09:15:18 AM » |
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Right, so it's time for another round of animation polish! I changed the 3 frame walk cycle with a 8 frame walk cycle (the GIF is a little choppy though): Will also be reiterating on the jump animation, since that's been bugging me for a while now. By the way, Tim Cosmonaut was covered in a danish e-mag! Cool stuff.
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SolarLune
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« Reply #29 on: April 04, 2014, 06:11:06 AM » |
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^ That's a pretty slick animation, but it seems like he's walking backwards? Maybe because it seems like he's not lifting his feet.
That intro music works pretty well, too.
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alvarop
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« Reply #30 on: April 04, 2014, 06:28:10 AM » |
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I think that the way the star move in the background are what give you that impression. I'm not sure, though.
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Prodigga
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« Reply #31 on: April 04, 2014, 06:44:17 AM » |
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I'd just like to say how much I love the heads in your pop-up dialogues (The way they hover/bob about). It's subtle but it really adds a lot
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matpow2
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« Reply #32 on: April 04, 2014, 07:00:06 AM » |
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He's walking into a wall which makes it look a bit weird. This is what it looks like in action: I'd just like to say how much I love the heads in your pop-up dialogues (The way they hover/bob about). It's subtle but it really adds a lot
Thanks! I'd still like to add more animation to the dialogue heads, but it probably won't make it into the demo. I guess it's time to update the devlog - many of the GIFs are decades old by now! Also I'm still working on the demo, just a lot of things to polish before I'm really satisfied with it.
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« Last Edit: April 04, 2014, 07:06:46 AM by matpow2 »
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matpow2
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« Reply #33 on: July 06, 2014, 11:08:55 AM » |
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Rocket enemies! Also working on new rooms now \o/
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Slader16
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« Reply #34 on: July 06, 2014, 12:02:58 PM » |
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So glad to see that this wasn't canceled, I had a blast testing it
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matpow2
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« Reply #35 on: July 07, 2014, 01:43:41 AM » |
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So glad to see that this wasn't canceled, I had a blast testing it Thanks! I'll make sure to send you a new build once everything is ready. I actually think I'll hold off a public demo for a while, so it'll be nice to get some tester feedback.
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s-spooky g-g-ghosts
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« Reply #36 on: July 07, 2014, 02:38:02 AM » |
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Hey, that's a really cool looking game. I was just wondering, are you going to keep the environment so minimalistic or are you going to create a more complex scenery later on?
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Slader16
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« Reply #37 on: July 07, 2014, 08:30:15 AM » |
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So glad to see that this wasn't canceled, I had a blast testing it Thanks! I'll make sure to send you a new build once everything is ready. I actually think I'll hold off a public demo for a while, so it'll be nice to get some tester feedback. Sounds good to me
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Christian
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« Reply #38 on: July 07, 2014, 09:52:15 AM » |
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matpow2
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« Reply #39 on: July 07, 2014, 10:15:48 AM » |
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Holy wow, that's awesome! It's a shame they used the ancient GIFs I put out, but I guess that's my fault for not updating the first post Hey, that's a really cool looking game. I was just wondering, are you going to keep the environment so minimalistic or are you going to create a more complex scenery later on?
I'll probably do a polish pass later for the environment art, but it will mostly be decorative items and Knytt-style walkers.
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