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TIGSource ForumsCommunityDevLogsSpooks N' Spikes
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Thunderhorse
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« Reply #40 on: February 05, 2015, 03:25:48 PM »

I like the mechanics of the game, it looks smooth! Are you using Unity's 2D physics or is it custom code for controlling the characters?

Ah sorry! Missed this question. We're using Unity's 2D physics at the moment.
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CornerBoothGames
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« Reply #41 on: February 05, 2015, 10:23:46 PM »

The art and the characters look great. Looks like it'll be very detailed, which we don't see enough of in platformers, I think. I love your backgrounds especially.
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Thunderhorse
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« Reply #42 on: February 06, 2015, 08:09:56 AM »

Thanks CornerBooth, glad you like what you see so far!  Coffee

So after playing around with grabbing and throwing for a while now, we've started implementing new impact effects and 'wall slams', here's a before and after shot:

Without new FX and slams:

With new FX and slams:



.and for pure funsies, we cranked up the bounce strength and made Spooks n' Spike: Squash edition!


Let us know what you guys think to the new changes!  Gentleman
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Mattie
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« Reply #43 on: February 06, 2015, 08:18:22 AM »

Will it be harder to revive from the stun the lower your health is? And are the hits/throws going to be more powerful against the weak opponents? Kind of like in Super Smash Bros (I think)?

This looks more than awesome Smiley
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Thunderhorse
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« Reply #44 on: February 06, 2015, 08:36:06 AM »

Thanks Mattie!

I don't think we're going for a sort of percentage-wise, smash styled health system as the whole premise of this game isn't to hurt your opponents and wither them down, but to trick-out and stun your opponents and then use traps and the environment to take them out, that being said though, we've still yet to fully decide on health/lives along with the actual pace of battling, so things could quite easily change up in the near future. Smiley
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Thunderhorse
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« Reply #45 on: February 07, 2015, 12:06:04 PM »

Such a playful pair of butt shakin' spoopys!

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« Reply #46 on: February 07, 2015, 03:08:14 PM »

It's been... a REALLY long time since posting here. Been busy doing web stuff, but this year I've decided to step back into game making! Starting with something simple, not much to look at, but I've started work on a match 3 game called COLOR CODED. Been working on it for about 2 weeks on and off. Made in html5 canvas:



Nothing overly pretty to look at yet, but the bones of the game logic is there. Everything MOSTLY works as intended now. So that's kinda cool.
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Thunderhorse
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« Reply #47 on: February 07, 2015, 04:07:48 PM »

Haha, I think you meant to post that in the SSS thread, but hi! Smiley
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DarkWanderer
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« Reply #48 on: February 07, 2015, 04:59:27 PM »

Single screen local multiplayer arcade action? & Johan is doing the art? Whatever you do don't abandon this! Beg
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ENDESGA
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« Reply #49 on: February 07, 2015, 06:10:15 PM »

This is looking really great man!
And the art! hhnnnnnggg  Hand Thumbs Up LeftKissHand Thumbs Up Right

Can't wait to play this  Addicted
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Thunderhorse
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« Reply #50 on: February 08, 2015, 01:12:01 PM »

Single screen local multiplayer arcade action? & Johan is doing the art? Whatever you do don't abandon this! Beg

You betchya! Not just local, but online multiplayer too, that's our main focus, once we have the networking running smoothly, local should just fall into place nicely and don't you worry, no abandoning will be happening!  Beer!


This is looking really great man!
And the art! hhnnnnnggg  Hand Thumbs Up LeftKissHand Thumbs Up Right

Can't wait to play this  Addicted

Thanks! Johan is doing a damn fine job on the art that's for sure!


This week's been great for progress on finishing up the basic animations and implementing a few new features, now to kill them bugs!  Cheesy

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Neeko
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« Reply #51 on: February 08, 2015, 01:55:07 PM »

Looks like fun. I'm really liking the physical, hand-to-hand combat aspect.

Though I have to agree with what some other people have said regarding the title and levels. They seem a bit all over the place with no cohesion between them. With a title like that, I really wasn't expecting to see a frog! Nor a forest level like that, but more stuff like the Mansion and skeletons. So yeah, title clashes with the rest of the game it seems.

I see you're still thinking about how to approach scoring/win conditions. Any thoughts on different game modes?
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« Reply #52 on: February 09, 2015, 03:56:42 AM »

Hi Neeko!

As I responded to the same comment as you mentioned, I get that it's hard to see now, what will bring them together in the end. We can possibly update the page with some story description to keep people from wondering about this!

We see absolutely no reason to not keep going in the same track as we are, obviously because we know the reasons behind our actions. Also, we don't see any reason to keep this game realistic in these terms, since ghosts and man-like frogs aren't to be found in reality. The easiest way would be to give you the Super Smash Bros comparison, "Why would kirby(Or anyone else) be in Hyrule Castle, fighting against Link" or "Why would link fight Zelda in a Pokemon Stadium". We didn't want to make a "Halloween" game with just ghosts and such, which is also why we've went this way.

Like I said, we can probably write something about it pretty soon!

I'll let Simon answer the question about game modes more thoroughly. But, yes we've definitely thought about different game modes!

Thanks for checking in!
« Last Edit: February 09, 2015, 04:08:40 AM by Johan Aronsson » Logged

Juwdah
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« Reply #53 on: February 09, 2015, 06:44:16 AM »

Thanks Mattie!

I don't think we're going for a sort of percentage-wise, smash styled health system as the whole premise of this game isn't to hurt your opponents and wither them down, but to trick-out and stun your opponents and then use traps and the environment to take them out, that being said though, we've still yet to fully decide on health/lives along with the actual pace of battling, so things could quite easily change up in the near future. Smiley

sounds pretty cool, like you said, why implement a health system at all?
You could make spikes/traps the only way to kill each other to force people to use tricks?
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Thunderhorse
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« Reply #54 on: February 09, 2015, 07:17:14 PM »

Tony is doing a little Unity dev stream tonight on Spooks N' Spikes, check it out! http://www.twitch.tv/thunderhorsehq
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Thunderhorse
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« Reply #55 on: February 10, 2015, 11:13:47 AM »

We've been going over a few ideas for different game modes today and have already come up with a few unique twists on some well known brawler game types, but more on that a little later, hopefully you'll like what we're currently brewing!  Beg

But today we finally bring you the start of character bios, don't worry we won't be revealing everyone, just the 4 players that we'll have in the demo when it's ready!

Meet Liku,



As you can see, Liku isn't like the rest of the spooks, he's pretty much 'anti-spook', whose main purpose is to wipe them out, unfortunately for him, they're already dead so essentially he's stuck in limbo himself until he truly finds a way to take them out. Hope this clears up any confusion!

More to come!  Beer!
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Thunderhorse
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« Reply #56 on: February 10, 2015, 12:26:01 PM »

Ignore the messy pixels, but here's a very early first networking test we did. Of course we did some frog high-fives first!

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Thunderhorse
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« Reply #57 on: February 14, 2015, 11:33:16 AM »

Case is working on some music right now on Twitch, go look at his beauty! http://www.twitch.tv/thunderhorsehq

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Thunderhorse
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« Reply #58 on: February 14, 2015, 12:20:18 PM »

Who's up for a game of Spooks & Spikes B-Ball? Starring this cosmo-freak!

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Thunderhorse
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« Reply #59 on: February 19, 2015, 01:36:29 PM »

Case is live, working on a character selection track! http://www.twitch.tv/thunderhorsehq
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