standardcombo
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« Reply #20 on: August 04, 2014, 11:39:47 AM » |
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When I started programming, ascii tables and how to use them for block drawing was important for software at the time. However, only last year I began studying ascii art and this is my first game that uses it as a visual constraint.
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standardcombo
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« Reply #21 on: August 04, 2014, 02:12:06 PM » |
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Is there a way to post videos here?
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Savick
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« Reply #22 on: August 04, 2014, 04:14:52 PM » |
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I haven't seen and don't know of any way to embed them into the page, so nope.
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standardcombo
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« Reply #23 on: August 05, 2014, 09:19:37 PM » |
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I spent the last couple of days working on the combat and integrating the Bronze Gate into the game. Behind each gate there is a rogue-like challenge that quickly ramps in difficulty and will test your knowledge of the various items and enemy types. For the Alpha this is the only gate by which I hope to prove the concept and iron out any design issues. If this moves forward the final game will have several gates. I've also made some improvements to the large bat on the first page.
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« Last Edit: June 30, 2018, 11:20:58 PM by standardcombo »
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ndke
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« Reply #25 on: August 11, 2014, 02:13:04 AM » |
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Looks really good! The only thing I find a bit strange is that when you attack with your leg, your arms don't move and that looks a bit unnatural in my opinion...
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standardcombo
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« Reply #26 on: August 11, 2014, 10:48:24 AM » |
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I agree, but I wanted to keep the focus on the legs. I'll experiment a bit more and see if I can come up with something subtle.
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standardcombo
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« Reply #27 on: August 11, 2014, 11:42:22 AM » |
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Also slowed the gif down a little to the actual attack speed in the game.
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« Last Edit: June 30, 2018, 11:21:19 PM by standardcombo »
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SolarLune
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« Reply #28 on: August 12, 2014, 11:42:13 PM » |
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I find that kick really charming, but it looks kinda odd. Maybe the arms should turn into <'s, like "pumped" arms? Or maybe just the other arm should also do something, because it staying like \ doesn't really look quite right. I think his right arm should go forward and the left back to maintain balance and add torque?
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c3sk
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« Reply #29 on: August 12, 2014, 11:45:08 PM » |
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I've been following this on facebook since you started posting the gif's. Now I've found your Devblog! Awesome stuff!
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-c3sk
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aberrantmike
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« Reply #30 on: August 13, 2014, 04:15:19 AM » |
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heckyea!
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andreasng
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« Reply #31 on: August 13, 2014, 04:34:36 AM » |
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holy crap the lightning bolt animation is ... freaking amazing
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standardcombo
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« Reply #32 on: August 13, 2014, 12:18:27 PM » |
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Thank you I'm working on a procedural lightning vfx so it can go from any spot to any other spot (the fact its in ascii is just lolz, but the algorithm is pretty much the same as a pixel one).
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standardcombo
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« Reply #33 on: August 13, 2014, 06:09:41 PM » |
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« Last Edit: June 30, 2018, 11:21:36 PM by standardcombo »
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ndke
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« Reply #35 on: August 14, 2014, 04:06:44 AM » |
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The first one or the last one.
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standardcombo
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« Reply #36 on: August 14, 2014, 08:16:47 PM » |
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« Last Edit: June 30, 2018, 11:21:49 PM by standardcombo »
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standardcombo
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« Reply #37 on: August 14, 2014, 08:25:54 PM » |
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I find that kick really charming, but it looks kinda odd. Maybe the arms should turn into <'s, like "pumped" arms? Or maybe just the other arm should also do something, because it staying like \ doesn't really look quite right. I think his right arm should go forward and the left back to maintain balance and add torque?
I tried that, tried pumped arms, etc. They all look odd but in different ways while reducing the idea that it's a kick. I want to keep the focus on the leg. In the end I spent too long on that task and had to move on to other things, settling on the one where the left arm counter balances. Hopefully this can be revisited later.
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tieTYT
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« Reply #39 on: August 16, 2014, 01:11:38 AM » |
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This game is fucking weird (and I don't mean that in a bad way). For some reason, it really reminds me of paper mario. The core aspect of the mechanics is that you don't control the main character directly. Rather, you tell him/her where to go in the world and which items to use. An artificial intelligence takes care of the rest as if you had a bot in an mmo. I'm envisioning a JRPG where you don't use the d-pad to move the character in the world/town/dungeons, you select the movement actions in a menu just like you do in a JRPG's battles. Is that right?
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