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TIGSource ForumsCommunityDevLogsGoldspace (TopDown Space Crawl)
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Author Topic: Goldspace (TopDown Space Crawl)  (Read 21682 times)
Bombini
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« Reply #80 on: January 10, 2015, 05:58:43 AM »

Thanks Smiley
I will upload a new version next week btw.
You might want to wait for that.
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Bombini
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« Reply #81 on: January 13, 2015, 06:59:32 AM »

New version is online:
http://mabafu.com/spacepirate/SpacePirate279.zip

What's new in 0.279:

fullscreen button in start screen(x)
Advance mood system UI (x)
Added destructible engines which slow down speed of vessel(x)

Upcoming:

Remove need for using mouse ( )
Gamepad support ( )
Advance space traffic system (ships movement, spawing and routes)
Add random support mission (which raise mood of factions ( )
Advance space reduction on damage( )
Add "vessel in critial state" when doing to much damage ( )




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Donutttt
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« Reply #82 on: January 13, 2015, 07:57:46 AM »

Looks like a fun game, I'm interested to see how it progresses. I like the art as well, kinda reminds me of realm of the mad god
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Sjonsson
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« Reply #83 on: January 13, 2015, 09:04:34 AM »

Thanks Smiley
I will upload a new version next week btw.
You might want to wait for that.

Yeah I didn't have time to play this weekend, so I'll try the new fresh one later tonight when I get home!
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Bombini
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« Reply #84 on: January 16, 2015, 08:53:18 AM »

Here is a quick update which removes some critical bugs:
http://mabafu.com/spacepirate/SpacePirate281c.zip

0.821b
  • Removed Ai bug and advanced attack script of humans (x)
  • Removed a lot bugs from police ship level (x)
  • Optimized "out of fuel" UI (x)
  • polished fullscreen mode (x)

Have a great weekend!



« Last Edit: January 19, 2015, 04:33:48 AM by Bombini » Logged

Bombini
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« Reply #85 on: January 19, 2015, 04:33:34 AM »

Rwworking the own ship while adding new features Smiley



Not final yet...but it takes shape!
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Bombini
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« Reply #86 on: January 22, 2015, 08:03:16 AM »

Small update:
The own ship is not consisting of background tiles anymore but is now a full inetractive actor which also can have several damage states:



I still think that there is no need to have a docking sequence where the player is in control (it would not add much) but maybe you share your thoughts!

Another idea a friend of mine had was to implement a spacesuit for the player. Right now the player is sucked into space when not walking on a tile. A spacesuit would allow the player to hover everywhere and reach areas which are “locked” in the beginning.



I am not sure yet if I keep the “being sucked into space” that I currently have because test players die often in that situation. Maybe I just need to explain it better in the game. Let me know.
« Last Edit: January 22, 2015, 11:58:24 PM by Bombini » Logged

~Tidal
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« Reply #87 on: January 22, 2015, 12:29:51 PM »

Don't get me wrong. But I'll suggest you to work more on graphics, at least player sprites.
That "style" was kinda abused, and, unless you are the same dev as The Real of Mad God, then...I'll suggest you to do it.
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Bombini
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« Reply #88 on: January 22, 2015, 01:08:39 PM »

Don't get me wrong. But I'll suggest you to work more on graphics, at least player sprites.
That "style" was kinda abused, and, unless you are the same dev as The Real of Mad God, then...I'll suggest you to do it.

Thanks!
Its definetly the weak spot of the whole project.
While playtesters like the demo a lot i am worried the the look has been there one time too often.
I got the first sprite sheet from the artist of The Realm of the Mad God and created tons of art based on that.
Its a one man show.

I thought about starting a Funding campaign and let the art redo.
Not sure.
Just changing the characters is difficult if you stick to the pixel ratio.
Your advice?
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~Tidal
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« Reply #89 on: January 23, 2015, 05:02:15 AM »

Is the grid (each tile) 8x8 or 16x16?
I suggest you to create a standard base of that size, and then build bipedal/human characters from that. if you try something minimal it wouldn't be too hard
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Bombini
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« Reply #90 on: January 23, 2015, 05:45:09 AM »

I am using 8x8 (multiplied by 4).
A current tile has there for 32x32 pixel.

I could there for also go with a more detailed style but:
  • ...the environment also follows that rule ane would also need a rework if i chnage more details to the characters
  • ...my own skills are only good enough for 8x8 Wink

I will try to come up with a standard base (maybe slicker) using 8x8.
Onr more question for you: Do you think that the retro look in general has been done too often or just the mad god character style?

Thanks a lot for the input!
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~Tidal
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« Reply #91 on: January 23, 2015, 05:53:42 AM »

A bit of both, but as consumer, I'm tired of seeing Oryx sprites (not only the ones of Realm of the Mad God) everywhere in every android store game. I know, some of them are free and some of them can be bought, but...it's a bad "deja-vu" feel.
I suggest you to just try. Try with graphics. If you think you've failed, then I think you will find a pixel artist without too much effort. Wink. Like, it's easy to find them on the web and this board too.
Anyway, those are just "consumer" + "personal" opinions. Maybe somebody different than me has a totally different opinion.
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Bombini
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« Reply #92 on: January 23, 2015, 06:00:12 AM »

Yes totally true but every input is appreciated!
Thanks
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Bombini
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« Reply #93 on: February 06, 2015, 12:36:25 AM »

I could get back to Space Pirate after a long fever and sickness.
Puh!
I have a rough version of the communication feature working:



No mouse needed (i will rework the other popups as well) and it's working with an extern txt file system.
I will keep you updated now that i am back on track.
Graphics are obviously not final Wink
Happy hunting!
« Last Edit: February 06, 2015, 01:01:36 AM by Bombini » Logged

Bombini
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« Reply #94 on: August 04, 2015, 07:45:27 AM »



I am back and very proud after a longer pause with a new version wit A LOT updates!
It was a lot of work, frustrating but also a lot of fun.
MAC version will follow soon.

Get the new PC version here:





I reworked the characters (the very left is the old one - the others the new ones)





So what's new in the version?

Controls:
Gamepad support (tested on xbox gamepad for PC) (x)
Customizable keyboard controls

Sound:
Change music when enemy boss appears (x)
Add keyboard sound when hacking terminals (x)

Gameplay Starmap:
Adjust planet positions - avoid same location (x)
Adjust all starmap loot sensors (x)
Always align player ship to starmap grid (x)
Dont move Loot ship when player is next to it (X)
Adjust starmap loot sensors: have a leveling system for enemy ships (X)

Gameplay levels:
Add some more blow up stuff in levels with partickel (x)
Performance optimization (x)
Reworked digging mechanic (broken tile extension) (x)
Advanced enemy type: General (x)
Add loot drop for all enemies (x)
Advance collision of player (x)
Add loot drop for standard walking & shooting enemy (X)

Effects & graphics:
Added drop shadow for enemies (x)
Added particles to players gun (x)
Added particles to enemies laser gun (x)
Smooth motion and replace bg with actors for stars and stuff in navigation screen (X)
Advanced fullscreen (still buggy) (x)
Added feedback ui to shop (x)


The next two big features that i will focus on are:

Rework dialogue system & goal system
  • pimp encounter view
  • Show mood in dialogue
  • Have meaningful dialogue options

Add surprise events (which happen while you are playing)
  • Alienpod crashes into level
  • Spacepirate attack
  • virus pod that spreads virus
  • Fire breaks out


   
   
   
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Bombini
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« Reply #95 on: August 04, 2015, 12:34:06 PM »

I am advancing the communication system and embedding the first talking heads.
Take a look:



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Bombini
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« Reply #96 on: August 04, 2015, 10:42:10 PM »

One more:

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MannequinRaces
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« Reply #97 on: August 05, 2015, 05:28:17 AM »

Is there a Mac build for this (only saw PC from the download link)?  I used to follow your dev log over on the Stencyl forums and since joining here it's great to see you're still working on it!!
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ryansumo
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« Reply #98 on: August 05, 2015, 05:33:26 AM »

Perhaps I'm not as plugged in to the indie scene as everyone else but frankly I still like this style.  The more detailed communications artworks offset it a little bit.  My feeling is if you can find a pixel artist that can really bring some crazy style to the game then go for it (ie start asking around).  But if not these work just fine for me.
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Bombini
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« Reply #99 on: August 05, 2015, 05:51:01 AM »

Is there a Mac build for this (only saw PC from the download link)?  I used to follow your dev log over on the Stencyl forums and since joining here it's great to see you're still working on it!!

I will compile a MAC version next week once i have a MAC.

Perhaps I'm not as plugged in to the indie scene as everyone else but frankly I still like this style.  The more detailed communications artworks offset it a little bit.  My feeling is if you can find a pixel artist that can really bring some crazy style to the game then go for it (ie start asking around).  But if not these work just fine for me.

Thanks! The com screen and rest of the game are using the same resolution but i see what you mean.
It comes down to budget in the end. So far its self funded. An artist who would redo it would be a huge sum but lets see. I will correct the color palette of the elvels so that they match the com screens better. Maybe this helps.

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