TurboGun
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« Reply #20 on: January 29, 2014, 09:10:22 PM » |
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This is looking awesome! Really dig the depth of field in your recent screenshot, I can just imagine the sweet parallaxing that will be going on there.
Interested in seeing how it feels without the jumping - will there be no dodging projectiles either? Looking forward to more on this one!
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jean
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« Reply #21 on: January 29, 2014, 09:31:33 PM » |
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Great style! That main marine guy is nicely designed
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Kikekun
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« Reply #22 on: January 30, 2014, 01:19:33 AM » |
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Thanks for the comments, guys! @Turbogun: Yeah, we are putting a lot fo care in the parallax effect. And we are spending a lot of time on the backgrounds being a giant illustration without the use of any tiling or asset library. It's a lot of time invested on this feature, but well worth the effort, I think! Also, yeah, we just introduced some slow proyectiles from the flying robots that can be destroyed by your gun or the main cahracter can cover to avoid them...But yeah, we are already thinking about the possibility of including some kind of gun jumping seeing that the character has the pistol at the back. You could jump just as many times as bullets you have Still playing with the idea, though...
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Twitter: @SuperMegaTeam
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TurboGun
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« Reply #23 on: January 30, 2014, 08:05:16 AM » |
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Very cool. Feel you on the illustration point - we do a mixture of reusable tiles and custom pixel illustrations for backgrounds, takes a decent amount of time but it's definitely worth it.
I'm assuming the controls with be WASD for movement and mouse for aiming? That could get interesting if you use the back pistol like a jetpack, but could also propel yourself with your equipped weapon, so you could sort of throw yourself around. I imagine this would change the pace of the game up a bit though.
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Kikekun
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« Reply #24 on: January 30, 2014, 01:41:23 PM » |
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Very cool. Feel you on the illustration point - we do a mixture of reusable tiles and custom pixel illustrations for backgrounds, takes a decent amount of time but it's definitely worth it.
I'm assuming the controls with be WASD for movement and mouse for aiming? That could get interesting if you use the back pistol like a jetpack, but could also propel yourself with your equipped weapon, so you could sort of throw yourself around. I imagine this would change the pace of the game up a bit though.
Yes, that's why it is a huge decision to introduce jumping into the game. And yeah, controls are being mapped specially for a controller in mind, but you can also use a mouse the way you point out, absolutely. Thanks!
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Twitter: @SuperMegaTeam
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ashtonmorris
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« Reply #25 on: January 31, 2014, 12:39:07 PM » |
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Looks amazing I love the depth!
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Kikekun
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« Reply #26 on: February 04, 2014, 03:49:52 AM » |
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And here's another basic combat gameplay gif:
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Twitter: @SuperMegaTeam
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CasePortman
Level 1
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« Reply #27 on: February 04, 2014, 04:48:46 AM » |
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Briliant! I love the things happening in the background, gives the game life. This game is gonna be big for sure!
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Kikekun
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« Reply #28 on: February 04, 2014, 09:23:31 AM » |
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Briliant! I love the things happening in the background, gives the game life. This game is gonna be big for sure!
Haha...thanks for the good words, man! It really means a lot.
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Twitter: @SuperMegaTeam
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Kikekun
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« Reply #29 on: February 21, 2014, 12:40:19 PM » |
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Just adding the new running animation of the main character. Now I'm starting to get the hang of animating skeletons...
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Twitter: @SuperMegaTeam
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Kikekun
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« Reply #30 on: March 28, 2014, 03:12:05 AM » |
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Sorry for the lack of updates, but lots of things are happening at the moment and haven't had the time! But yeah, let's make it up a little bit by showing a little teaser of our game: You can see the 1920x1080 version in case you want to find all the little homages to classic videogames here: https://dl.dropboxusercontent.com/u/3779738/rise%26shine_teaser_1080.pngAnd because this forums are all about the making of, here you can find the pencils: And inks:
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Twitter: @SuperMegaTeam
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Cakeypigdog
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« Reply #31 on: March 28, 2014, 11:08:42 AM » |
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Well now would you look at that:) this is looking ace chaps !
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ryansumo
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« Reply #32 on: March 29, 2014, 01:31:30 AM » |
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Quite the pedigree you have there, folks. Looking forward to seeing where this goes. Keep up those art process images too by the way, they're really helpful.
Speaking of process, any chance you will be going into your animation process? I'm going to start experimenting with Spriter and wanted to see how it compared to Spine.
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Kikekun
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« Reply #33 on: March 29, 2014, 04:21:52 AM » |
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Thanks for the replies, guys!
@ryansumo: Sure! If you think it'd be interesting to post a bit more about the animation, I will. I'm also a beginner with programs like these, so I don't know if my stuff can be of any help! Haha...
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Twitter: @SuperMegaTeam
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Kikekun
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« Reply #34 on: April 05, 2014, 10:07:58 AM » |
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And this is how the game begins...No joking around!
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« Last Edit: July 29, 2014, 12:40:13 PM by Kikekun »
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Twitter: @SuperMegaTeam
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Kikekun
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« Reply #35 on: April 29, 2014, 06:52:18 AM » |
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A little walking animation using the new meshes feature in Spine. It's all 2D, by the way.
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« Last Edit: July 29, 2014, 12:38:29 PM by Kikekun »
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Twitter: @SuperMegaTeam
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Tuba
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« Reply #36 on: April 29, 2014, 07:47:39 AM » |
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The art and animation look great, loving how detailed the background is. Keeping my eye on this
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WilliamG
Level 0
Good Food + Good People = Great Ideas
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« Reply #37 on: April 29, 2014, 08:33:19 AM » |
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This looks really cool I love the style and the backdrop it makes the world seem way deeper and interesting. A bit like the subtle post apocalyptic backdrops in adventure time. Very cool keep it up.
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@TheTallwolf
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Kikekun
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« Reply #38 on: April 29, 2014, 11:35:56 PM » |
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Thanks, guys! More stuff coming!
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Twitter: @SuperMegaTeam
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Johnny Darko
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« Reply #39 on: June 27, 2014, 10:27:02 AM » |
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I regretted not attending GameLab when I saw this game on someone's Twitter feed. Congrats guys, really looking forward to see more of this! *Y que no se os olvide escribirnos a Indie-o-rama .
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