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TIGSource ForumsCommunityDevLogsWARBITS - Classic Turn-Based Strategy
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TNERB
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« Reply #20 on: January 27, 2014, 04:35:16 PM »

I like the C design

This game looks awesome by the way.
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oldboy_sagat
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« Reply #21 on: January 27, 2014, 09:56:02 PM »

This looks great!  How do you animate in Illustrator/photoshop?  I have always done each frame in a new layer so that I can test how the animation looks but exporting all those frames to a sprite sheet is always a headache for me.
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Reilly
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« Reply #22 on: January 27, 2014, 10:22:53 PM »

Thanks guys, after sending those sketches around it seems C is the winner, I'll clean him up and post an update as soon as I get around to it.

oldboy, I usually sketch out a rough idea of what I want each frame to look like in Photoshop and then place that in illustrator where I redraw and clean it all up. Each frame gets it's own artboard in illustrator so if you export using artboards they are made into individual files. To make additional artboards just select the artboard tool (Shift+O) and drag out what you want. With the artboard tool selected you can change the name and dimensions of the selected artboard at the top. The names will be appended after whatever the illustrator file name is.

So if I have a file named "Artillery_Red.ai", and I export an artboard titled "inactive-01" I'll get "Artillery_Red_inactive-01.png"

If you would rather make your sprites in photoshop you can use layer comps.
http://help.adobe.com/en_US/photoshop/cs/using/WSfd1234e1c4b69f30ea53e41001031ab64-7870a.html

Layer comps can hide or show layers and export each comp as an individual file. So you show whatever layers you want visible, make a new layer comp, and name it. Rinse and repeat. Very very useful.

Hope that helps! Let me know if you have any other questions.

Edit: Oh almost forgot, TexturePacker is what we use to compile all the individual PNGs into the actual spritesheets.
http://www.codeandweb.com/texturepacker
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Lazcht
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« Reply #23 on: January 28, 2014, 02:48:25 AM »

dig the UI so much looking stylish, also, lovely style of the sprites, love your palette as well, also dat spritesheets.. i can feel the pain :v

goodluck guys, i wonder if you guys will put on human officer too? assuming that's the fix promotional art, then nope?
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« Reply #24 on: January 28, 2014, 06:50:05 AM »

We originally planned on having 3 races, including a human one. But we've been at this for a while and started to feel that the scope of our plans was getting unwieldy. So we've decided to focus on making the core game as fun and stable as possible and try to get this out the door. After launch, the sky's the limit. There are a lot of directions we could take the game, but we'd like a feedback loop before we start down that road.
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« Reply #25 on: January 29, 2014, 10:52:22 PM »

Thanks for the reply Reilly!  I have Photoshop open now so I might give the layer comps a go.  Looking forward to seeing more of WARBITS
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Reilly
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« Reply #26 on: February 03, 2014, 01:34:05 PM »

Working on a rose command that will appear when you hold down on a unit. Allowing you to show Unit details, Attack Range, Movement Range, and Vision.


Hitting the info icon will show the deets on the unit and the terrain they're sitting on. I guess if you hold down on an empty terrain tile we'll skip the rose command and just show the terrain info.
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« Reply #27 on: February 03, 2014, 02:16:36 PM »

Holy niiiice  Waaagh!
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« Reply #28 on: February 03, 2014, 02:18:33 PM »

lovely art style Smiley
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ryansumo
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« Reply #29 on: February 03, 2014, 05:22:41 PM »

Wow I'm definitely in camp that's bowled over by how pretty this looks.

As for the scout I think c's visor suggests "scout" but I love the antenna and the little details on d that make it really stand out.
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eigenbom
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« Reply #30 on: February 03, 2014, 06:56:36 PM »

I'm just gonna mirror everyone's sentiments .. this looks byewdiful!
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gamedev123
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« Reply #31 on: February 04, 2014, 12:39:27 PM »

Big advance wars fan here!  Love what I'm seeing.

What tech are you using?

And here is an article that might be useful to you:  http://press.etc.cmu.edu/node/271


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Visual designer, gameplay and game content designer based in New York City.  I done work\'d on iPhone, Web, casual downloadable and handheld console games.
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« Reply #32 on: February 04, 2014, 01:39:01 PM »

Woah, this looks sweet. The visuals are amazing.
I imagine one of the most difficult things in this type of game will be game balance. How are you dealing with that?
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« Reply #33 on: February 05, 2014, 07:15:39 AM »

Big advance wars fan here!  Love what I'm seeing.

What tech are you using?

And here is an article that might be useful to you:  http://press.etc.cmu.edu/node/271




Interesting article, I'll take a look. The game is built with cocos2d, a 2D framework using Objective-C. Is that what you're asking?
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Reilly
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« Reply #34 on: February 05, 2014, 07:44:09 AM »

Woah, this looks sweet. The visuals are amazing.
I imagine one of the most difficult things in this type of game will be game balance. How are you dealing with that?
Just playing it over and over till it feels good! There will no doubt be some balancing updates after we launch.

In other news I finally got around to making the Ranger unit.
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Excy
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« Reply #35 on: February 05, 2014, 08:06:27 AM »

Yep. This looks incredible. Also, Advance Wars was bloody amazing, will play this.

I visited the site but the social media links don't work, can I have a link to your twitter?
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« Reply #36 on: February 05, 2014, 08:39:30 AM »

We're currently gearing up to launch our web presence, so there's nothing official yet. But feel free to follow Risky Lab or Reilly on twitter. Hoping to get the site finished soon.



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gamedev123
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« Reply #37 on: February 05, 2014, 09:17:37 AM »

Big advance wars fan here!  Love what I'm seeing.

What tech are you using?

And here is an article that might be useful to you:  http://press.etc.cmu.edu/node/271




Interesting article, I'll take a look. The game is built with cocos2d, a 2D framework using Objective-C. Is that what you're asking?

Yes, that's what I was wondering (framework/sdk).  

The last project I worked on was Cocos2D/Objective-C/Chipmunk.  We switched to using Lua as the gameplay scripting language mid project (thank God).  Since then I've been on a Lua kick and started working with Corona SDK.  Since your project is mobile, I was curious if you might be using one of the popular commercial SDKs.  

I hope you find the link I posted useful in some way.  And since you're using Cocos2D, perhaps you might also find these two links useful (if you're not already familiar):

http://esotericsoftware.com/
http://71squared.com/en/particledesigner


« Last Edit: February 05, 2014, 02:46:42 PM by gamedev123 » Logged

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« Reply #38 on: February 05, 2014, 11:46:15 AM »

I really love the style guys, keep up the good work! Beer!
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Reilly
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« Reply #39 on: February 18, 2014, 04:37:28 PM »

@ gamedev123 thanks, we actually use particle designer right now. Our animations are done traditionally though.
@ skydsgarrd, appreciate it. Love your project!
@ Exception, all the links should be functional now.

We've been busy getting our web presence all set up to announce the game publicly.
I think we'll be doing that tomorrow afternoon. Can't wait to get this party started!

http://riskylab.com/


http://riskylab.com/warbits/
« Last Edit: February 19, 2014, 05:59:24 AM by Reilly » Logged

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