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TIGSource ForumsCommunityDevLogsGoldspace (TopDown Space Crawl)
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io3 creations
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« Reply #160 on: April 06, 2016, 09:39:16 AM »

Hi guys,

i need your opinion!
I got contacted by a graphic artist who is interested in revamping Space Pirate.
Here is a sample. Let me know what you think:

Original:


Revamp:


Please let me know!
In a way I like the clean, simplistic approach of the first one.  The second one has more details and might work better (or more people would like it) but as @marcgfx mentioned, certain features look off.
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Mr E Key [formerly Mr E Soup] devlog
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« Reply #161 on: April 06, 2016, 11:51:08 PM »

Thanks a lot for all the feedback guys!
We agree that certain features look off (mainly because of lack of time).

The vibe i get (also from testers):

The is an interest for the original (because of the retro look) but also for the more detailed version (which might be more attractive because it looks fresher and just different). We will proceed working on the revamped art if all goes well. I will finish the game in the retro look anyways (because this is the wip version) so i might even include a button to switch Wink

Lets see.

Right now working on the mission system code which will be a lot fun!!
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« Reply #162 on: April 07, 2016, 12:50:54 AM »

I really like the higher res look. However, as everyone is mentioning there are some perspective issues. It's particularly off when you look at a wall that you see from overhead and then move to a barrel you see from the side. Same goes for the bed. Pick a perspective, stick with it, and use those graphics imo!
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« Reply #163 on: April 07, 2016, 07:17:39 AM »

I will finish the game in the retro look anyways (because this is the wip version) so i might even include a button to switch Wink
There are games with multiple "skins". That way people who only like one version but wouldn't get/play the game with other can still go for it. Smiley
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« Reply #164 on: May 19, 2016, 05:30:25 AM »

Thanks for the advice!
I will finish the game in the look it always had been.
Otherwise i will have an ugly mix in between which i cant test properly.
It will take some time to replace all art and i dont have a solution for the characters yet.
I plan to do it though but features and game come first.

I am almost done with the core system and i am moving over to content implementation.

Cheers!

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« Reply #165 on: May 26, 2016, 02:47:14 AM »

Bonjour Space Buccaneros!

I am right now creating all the levels for the 18 contract missions. Each has an own mood, setting and i try to have a unique puzzle or element in it. There are random elements in it. They should be fun to replay them a couple of times and there will be a lot of hidden secrets in them. Some topics will be: Steal decrypter, Kill alien queen, help a befriended Pirate, plant a virus, rob a ship, recover logs from a ghost ship, clean an infested station and many more.

New element ship gun:


I have a good idea for an interesting background story in general now which i still have to flesh out but its working for the current state. This will be the main storyline with unique levels. Complete them and you finish the game.
I focus quite some time right now on making the enemies cleverer where necessary. I set up the new behaviour in a more modular way.

How it works:


•   The enemy is patrolling on waypoints with a certain pattern
•   An enemy can notice the player if close enough but also unnoticed if the player leaves fast enough
•   The enemy will then depend on class call for help or get a position near the player
•   The enemy will shoot at the player and try to take cover if possible
•   The enemy will follow the player until dead if the player moves and shoot again
•   Throwing a grenade can happen in between

Patrol demo:


There is the interesting component of an alarm which can be triggered which makes the life of the player much more challenging. The player can deactivate the alarm at specific consoles though. Reinforcements will break into the current ship and attack the player otherwise. A lot of fun Smiley

Stay tuned!
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« Reply #166 on: June 08, 2017, 10:21:55 PM »

Hey man this was such a cool read, what's happening with this?
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« Reply #167 on: June 08, 2017, 11:41:21 PM »

Thanks!

I kept a very low profile here but actually worked on the game almost every day since i stopped posting here.
I felt that i had enough input and focused on the Stencyl Forum (i create the game with Stencyl). You can get a pretty detailed progress description there.

I just compiled a new PC demo you can check out:



This is the first demo featuring first parts of the story with a ton of new features.
It feels very different compared to the previous versions and i am very proud of it.

-- Change-log: --
+ Implemented new dialogue system (dialogue with NPC's)
+ Added covered rooms and a system which uncovers them
+ Finetuned legendary enemies (stronger attack and more health)
+ Added super tough, slow enemy (big worm) and let it spit slime
+ Adjusted door riddle system to a modular system
+ Changed loot system to bioplasma system
+ Changed energy core system and removed fuel
+ Advanced medium robot boss
+ Added more furniture
+ Added scrypted scene mechanic
+ Added airlock mechanic


Gameplay video:


Space Pirate - New dialogue system and room uncover - Indie DB

I am very sorry that i didn't catch up regarding the more detailed tile sets. That was a clear mistake from me and i apologise.

Have a great day!"
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Fat Pug Studio
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« Reply #168 on: June 09, 2017, 12:04:06 AM »

Great, i'll check it out over there!
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« Reply #169 on: June 09, 2017, 12:57:38 AM »

Thanks!
Rick Henderson looks very promising!
Let me know if you ever want to create a Uridium type of game Smiley
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« Reply #170 on: June 09, 2017, 01:10:50 AM »

Thanks! Oh i'd love that, it was one of my favourites, both on C64 and the sequel on Amiga. Braybrook was really the man back in the day.
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« Reply #171 on: October 04, 2019, 01:09:38 AM »

Hi space adventurers!

i have been very quite here for a long time but i actually worked on the game almost every day in the last 2 years. The game is entering the BETA 2 phase next week which i will post it here. It is fully playable including 2 possible endings.

Beta 2 version will be available in 5 days Smiley

New weapons like the grenade launcher let you "massage" the levels:



Dialogue system is fully working. Each NPC has a couple of side conversations which can be unlocked(gif running too fast):



Cutscenes for intro and endings have been added:



The starmap lets you explore the universe and progress:



The combat system was refined and is hopefully a lot of fun:



Stay tuned!

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« Reply #172 on: October 05, 2019, 11:25:29 PM »

Hi space adventurers!

i am testing and testing and testing and the list gets shorter and shorter Wink
One thing i am realising is that i need to do some things physically even though i am working digital.
Printing out a status paper and crossing out a bug or adding a green checkmark with a real pen can make a huge difference as visual progression for example.



I changed how the projectiles interact with objects in the levels.
The logic so far:
  • Laser projectiles put objects on fire. They burn for a while (the fire can spread if objects are next to it) and burn down afer a few seconds
  • Explosions (also projectiles) will insta kill objects and fire
  • Laser projectiles wont pass through a burning object until it burned down
This led to sometimes a bit too long lasting shoot outs in gangways where enemies where hiding behind crates and basically firing the hell out of the palyer while the palyer had to wait till the cover burned down. I changed this now so that a burning object will crush if you shoot it again (first time put it on fire; second time crush it):



Have a great weekend!
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« Reply #173 on: October 06, 2019, 10:38:55 PM »

Wow, this looks very good. Pity that I'm a mac user and I can't try it. There will be available a MAC build?
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« Reply #174 on: October 07, 2019, 02:11:17 AM »

Hi,
It is possible to compile a MAC build and i will look into it.

Site note:
I tried (just for fun) to cmopile the game on a 3,5″-disc and it works if i leave the music and some intro art out:



Wink
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« Reply #175 on: October 07, 2019, 05:10:58 AM »

yeah, sounds good. What software are you using (IDE, pixel art, language etc)?
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« Reply #176 on: October 07, 2019, 07:14:04 AM »

I use Stencyl which is using the Haxe language. For art i use paint.net and for audio cubase or audacity.



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« Reply #177 on: October 09, 2019, 03:54:56 AM »

I am finetuning the levels for the BETA 2 release...soon Smiley

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« Reply #178 on: October 29, 2019, 01:02:33 AM »

Hi space adventurers,

And here it is. The BETA TWO including all the hard work from the last months. And listen to me...this is the full game Smiley
I am focussing right now on bug fixing and there are a lot background music tracks still missing.




-- Keyboard Controls: --
Move: W,A,S,D
Fire: Arrow keys
Select: Space
Esc/Save/Back: Esc

Keys can be customized or you can setup a gamepad (somehow tested)


You dont have to play the game in order if you dont want to (or tested before and what to see the rest of the game).

CHEAT Mode:
Press W,A,D,SPACE to active or deactivate the cheat mode.
This will give a you:
  • A lot of credits
  • 50 skillpoints to spend
  • Maximum Laser Weapon (5)
  • Maximum Health (20)
It also allows you to jump levels. Press 1 to go to mission 1, 2 to go to mission 2 and so on. Press F1 to got to mission 11, F2 to mission 12 and so on. There are 24 max. You will not understand the story if you do that but its a nice way to check the different levels.
There is also a DEBUG mode is you press S,A,D,SPACE but this might be cryptic to you Wink

Have fun. I go through my todo list above before i share it with more people.
Cheers!



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