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TIGSource ForumsCommunityDevLogsMable & The Wood
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« Reply #240 on: February 22, 2016, 02:21:15 PM »

Really cool idea on being able to take different forms based on bosses you've beat. Love it!

Yeah it's cool but I was kinda half keeping it secret until I realised that people might like the idea  Durr...?

That spider looks absolutely rad ^^

Thanks Cake Smiley I've been working on animating it and I wish I'd picked something with less legs to be the boss for the demo...

So far I have this for the idle animation but I'm at that point where my eyes are closing themselves so I'd best head to bed and pick it up tomorrow...

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« Reply #241 on: February 23, 2016, 01:36:46 PM »

Here's the 'finished' idle for the Spider Queen:


I say 'finished' because I'll no doubt tweak it and remake it many many times, but not for now. Now I have to add some stepping stones the the swamp and start on the Stone Giant boss (this is for the trailer only though as I doubt I'll have time to get him working for the demo).

I owe a proper update, but I'm focusing on getting everything done for the trailer first so I'll hopefully have that to show you in the next few days :|
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« Reply #242 on: February 23, 2016, 01:43:14 PM »

I wish I'd picked something with less legs to be the boss for the demo...
Looks good!

As for having less legs, you could easily have 6 instead of 8.  If someone starts to complain in a fairy tale type game that things are not realistic ...   Big Laff
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« Reply #243 on: February 25, 2016, 01:30:15 AM »

Oh dang, 6 legs would have been much easier No No NO

Here's a gif of her in the level:

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« Reply #244 on: February 25, 2016, 06:54:43 AM »

Oh dang, 6 legs would have been much easier No No NO

Here's a gif of her in the level:


Looks good! Have you thought about how the fight will play out? ie boss mechanics and stuff like that Tongue
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« Reply #245 on: February 25, 2016, 08:44:14 AM »

Looks good! Have you thought about how the fight will play out? ie boss mechanics and stuff like that Tongue

Hello Smiley

Yeah I was planning on having 3 common patterns, with 1 rare pattern for the first 2 3rds of the health bar:

(common)
- charge
- jump
- fire web

(rare)
- jump off screen and little jumping spiders fall from the top

But then I wanted to amp things up for the last bit of her health bar. I'm not sure whether to just increase the frequency or introduce a new pattern in - does anyone have any thoughts on that?
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« Reply #246 on: February 25, 2016, 09:02:21 AM »

I can't get over those backgrounds and that hair.  Love it!
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« Reply #247 on: February 25, 2016, 10:13:25 AM »

Hello Smiley

Yeah I was planning on having 3 common patterns, with 1 rare pattern for the first 2 3rds of the health bar:

(common)
- charge
- jump
- fire web

(rare)
- jump off screen and little jumping spiders fall from the top

But then I wanted to amp things up for the last bit of her health bar. I'm not sure whether to just increase the frequency or introduce a new pattern in - does anyone have any thoughts on that?


That sounds like a fun fight Smiley

I have an idea for a new pattern; maybe like where she drops down from random spots from the top in a web string, and when she reaches her lowest point when she drops down, she shoots three webs in different directions, straight down, diagonally left-down and diagonally right-down. If that makes sense lol

Idk, just an idea xD
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« Reply #248 on: February 25, 2016, 10:32:56 AM »

But then I wanted to amp things up for the last bit of her health bar. I'm not sure whether to just increase the frequency or introduce a new pattern in - does anyone have any thoughts on that?
Good question.  Possibly after some gameplay it might be easier to answer that question.  It may depend on the length of the fight, the overall difficulty rating of the boss, etc.


Looks like the Kickstarter date is set!  Smiley
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« Reply #249 on: February 26, 2016, 02:45:15 AM »

Looks like the Kickstarter date is set!  Smiley

I wanted to make sure I couldn't back out of it!


I have an idea for a new pattern; maybe like where she drops down from random spots from the top in a web string, and when she reaches her lowest point when she drops down, she shoots three webs in different directions, straight down, diagonally left-down and diagonally right-down. If that makes sense lol

Idk, just an idea xD

I like it! I think that could definitely be interesting so I'll have a play around with it, thanks!

I also like the idea of the tension of slightly randomised off screen time for the enemy, so you know she's coming but you're sort of anticipating it.

I can't get over those backgrounds and that hair.  Love it!

Thanks - the hair is actually still the original animation but I think the background is on about version 20 or something! That took a lot of tweaking Smiley
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« Reply #250 on: February 26, 2016, 11:01:31 AM »


I wanted to make sure I couldn't back out of it!
It's official then! Smiley


I also like the idea of the tension of slightly randomised off screen time for the enemy, so you know she's coming but you're sort of anticipating it.
That's a good idea.  Even a few seconds can give raise the "uncertainty level" of not knowing what is about to happen.  In some games, certain bosses leave before their health runs out and you have to fight them later on.  As long as the boss health bar is on screen, players can expect the boss to return.  If you want to add a little extra surprise, you could hide the boss health bar to pretend that the boss is gone and then show it again with the boss returning.
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« Reply #251 on: February 26, 2016, 01:26:54 PM »

Ooh yeah I really like that idea actually. I've got a more sneaky boss planned that would be perfectly suited to that too Smiley
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« Reply #252 on: February 26, 2016, 02:43:58 PM »

Sweet! Smiley
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« Reply #253 on: February 26, 2016, 02:53:10 PM »

I'm literally just jumping in without having read all of the thread.  I saw the first few posts and had a thought so I figured I'd toss it out there.

I like how she has to drag the sword around and has the sword fly to her when she returns to human form.  That's cool, and made me think of an idea.  What if she could change the sword out for some other tools.  Perhaps a pickaxe or a hammer.  They'd work differently granted.

For instance, the pickaxe would be used for breaking out stone walls.  To use it would be kind of like a slingshot.  She'd place the pick near the wall, transform into a fairy, then fly back as if you were pulling back a sling.  When she changes back to a human, it would be like letting go of the sling, applying the force forward from the location of the pick.  Of course she'd end up standing back where she placed the pick.

The hammer could be used the same way, but for hammering objects into the ground or into a wall.
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« Reply #254 on: February 27, 2016, 01:11:11 AM »

Hi Magius - the sword itself is quite a big part of the story, so it will be the only weapon.

However, I'm looking at different ways the different shapes you get from killing the bosses can change how you play, so the slingshot idea could work there if there was a creature I could have as a boss that would give you the slingshot ability.

The only rule I have is that any moves I introduce need to be able to be used as combat and/or movement moves, so that it's in line with the way I want the game to play. I'm not sure how I'd use the slingshot move as combat though - at least without adding in several presses of the action button (drop sword, slingshot, recall sword?). I dunno, maybe could work...

...got me thinking now, I think I'm going to have to hack it in and see how it plays!

The breaking of blocks is an interesting one too, and something I thought about for one of the shapes you can take on - the only difference being that it's your secondary form that you use to break the ground rather than the weapon. I'll be adding in blocks that are breakable, but I've not starting working on those levels yet.
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« Reply #255 on: February 28, 2016, 02:48:32 PM »

@UnfoldGames posted thread about their Greenlight experience. https://forums.tigsource.com/index.php?topic=54019.0

Most tips are fairly common (if you've done your search) but there are a few tips I haven't seen yet.  Seems like we can use animated gifs for the thumbnail image and that will also show up when people are browsing the Greenlight games.  It's possible to use image tags in the description (even though it's not mentioned).
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« Reply #256 on: February 29, 2016, 10:25:17 AM »

Thanks for that link!

I've read a lot off that around other places but it's definitely good to keep it all fresh in the mind (the tagging images and using gifs is a good shout too)
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« Reply #257 on: February 29, 2016, 10:55:47 AM »

Best of luck on the KS - we'll be following! Smiley
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« Reply #258 on: March 01, 2016, 01:33:36 PM »

Best of luck on the KS - we'll be following! Smiley

Thanks! Very much appreciated Smiley

A quick update on the trailer

I have all the clips recorded that I want to use, so will be putting these in time to the trailer soundtrack tomorrow (hopefully in an order that builds up the interest, but I'm new to this so I'll see what you think).

Hopefully I'll have a youTube link ready for this time tomorrow :|
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« Reply #259 on: March 01, 2016, 01:38:10 PM »

Best of luck on the KS - we'll be following! Smiley

Thanks! Very much appreciated Smiley

A quick update on the trailer

I have all the clips recorded that I want to use, so will be putting these in time to the trailer soundtrack tomorrow (hopefully in an order that builds up the interest, but I'm new to this so I'll see what you think).

Hopefully I'll have a youTube link ready for this time tomorrow :|


Yay! will look forward to it Smiley
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