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TIGSource ForumsCommunityDevLogsSpiritSphere [Release]
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Eendhoorn
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« Reply #40 on: January 13, 2016, 11:51:28 PM »

I kind of like the bats, but it's hard to say what would be better without seeing the other possible options.
One thing I can say is that the bats look a little lackluster ... like they don't do anything...

I dunno  Shrug
Haha yeah, I was kind of scared of making him overpowered, so the bats are just there as a defense.
In the end I've removed the bats and gave him the horziontal lightning.

I also gave the dog a charged attack.



Small range, but a fast charge-up time. The dog is already easier to position for a charged move, since you can move into position whilst attacking. So to balance it out he has a smaller hitbox.

So the three characters are now pretty much done Cool
They all have the same 3 moves; regular attack, dash and heavy charged attack. But I'm pretty happy with how I manage to differentiate those moves.

I've also been toying with a new level, but ugh, this is where the painful truth on my lacking art skills comes up.



It's supposed to be a wind shrine on top of a tower-ish thing.
But I just aint feeling it :/
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louiscroquet
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« Reply #41 on: January 14, 2016, 01:01:23 AM »

Hey there! Your game looks really fun.

For the tower, you should try to show the low part of the tower in the bottom of the screen instead of the sides? I think there is a perspective problem here, the clouds look like we're looking at the scene from the front but the game is viewed from the top.

I'm really not an artist but this is what I would do. Keep up the good work!  Hand Thumbs Up Left
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Eendhoorn
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« Reply #42 on: January 14, 2016, 11:33:33 AM »

Hey there! Your game looks really fun.

For the tower, you should try to show the low part of the tower in the bottom of the screen instead of the sides? I think there is a perspective problem here, the clouds look like we're looking at the scene from the front but the game is viewed from the top.

I'm really not an artist but this is what I would do. Keep up the good work!  Hand Thumbs Up Left
Yeah I know it looks kind of funky, but I need to consistent with the style. All other borders have 4 directional "edges".

And it kind of lacks a sense of height without it. I still need to work on it though, it's just a solid color right now.

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Pixel Noise
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« Reply #43 on: January 14, 2016, 12:51:14 PM »

Just posting to say it looks great so far, and following! Really like the gameplay concept you're going for, and the art is very endearing.
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Pixel Noise - professional composition/sound design studio.
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Eendhoorn
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« Reply #44 on: January 14, 2016, 07:34:33 PM »

Just posting to say it looks great so far, and following! Really like the gameplay concept you're going for, and the art is very endearing.
Thanks, it means a lot Smiley

I think this might be a problem  Tongue
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shellbot
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« Reply #45 on: January 15, 2016, 06:46:00 AM »

I think this might be a problem  Tongue


I don't see the problem... seems like best strat  Cheesy
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Eendhoorn
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« Reply #46 on: January 15, 2016, 12:19:51 PM »

I think this might be a problem  Tongue


I don't see the problem... seems like best strat  Cheesy
it definitely is the best, but not sure if it's the fairest :p
Not sure if I should adjust the level, or the warlock's attack.
What do you think?
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shellbot
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« Reply #47 on: January 15, 2016, 01:19:09 PM »

I think this might be a problem  Tongue


I don't see the problem... seems like best strat  Cheesy
it definitely is the best, but not sure if it's the fairest :p
Not sure if I should adjust the level, or the warlock's attack.
What do you think?

I would say nerf the attack. You would probably run into a similar problem eventually if you kept it like this
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Ishi
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« Reply #48 on: January 16, 2016, 12:28:42 AM »

This looks lovely!

For the warlock exploit could you put a cooldown on his special so you can't use it as often? Or make it slightly less wide if you keep using it repeatedly? Or make it take longer to reach full charge? Or make it directional so it either extends left or right but not both. Just some ideas Smiley
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Eendhoorn
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« Reply #49 on: January 23, 2016, 01:17:35 PM »

This looks lovely!

For the warlock exploit could you put a cooldown on his special so you can't use it as often? Or make it slightly less wide if you keep using it repeatedly? Or make it take longer to reach full charge? Or make it directional so it either extends left or right but not both. Just some ideas Smiley
Those are some good ideas, I might try the directional approach and see how it feels, thanks!

I made some footage of the wind shrine, but it was too large for a gif, so you can watch a video here;
http://i.imgur.com/Unq2sBo.webm

Been fooling around with an idea for a stage inside a house.


It's missing a bit of personality, but I hope I can fix that.
The idea is that there is a lot of interaction with the stage; you can smash the pots with the ball so you can score in the windows. And you can hit the book off the shelf, or hit the cat which will then be a hazard for your opponent in some way.

It still feels like something is missing, but I'll see where it ends up  Tongue
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Pixel Noise
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« Reply #50 on: January 23, 2016, 02:09:43 PM »

With a stage like this, where there's lots of objects, it would be cool if they also re-directed the ball when struck so it became a bit more unpredictable (or strategic, for a good player).
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Eendhoorn
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« Reply #51 on: January 24, 2016, 11:39:22 AM »

With a stage like this, where there's lots of objects, it would be cool if they also re-directed the ball when struck so it became a bit more unpredictable (or strategic, for a good player).
There should definitely be some kind of reflex effect that requires a player's reflex, yeah.

I've been toying a bit further;


Each room has an NPC that will do something when the ball enters their room. I'm still not quite sure if this is what I'm looking for. I think I will move unto a different level until I get an euraka moment for this level Tongue
I think using NPC's is a good idea though, to truely make it feel like a house.

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Eendhoorn
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« Reply #52 on: January 24, 2016, 07:47:50 PM »

Cooked up another level.



I think I will try another one tomorrow, I quite enjoy making these mockups.
Knowing myself, I will absolutely hate going back to them to finish them up though  Shrug

edit: Should probably stick to black outlines, a bit harsher on the eyes, but feels a lot more gameboy  Durr...?


edit2: just woke up and looked at it again, sweet lord its ugly  WTF
« Last Edit: January 25, 2016, 05:27:49 AM by Eendhoorn » Logged

Jasmine
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« Reply #53 on: January 25, 2016, 10:33:32 AM »

Haha, I can see how these little maps can be so much fun to make! You're basically creating your own "world", in a sense, with the different locations. It makes me think -- will these locations be used in-game as stage selections? Will this game function like an average fighting game where each stage has a "fighter" that you must overcome and defeat? Virtua Fighter Zelda!

Also, for the house, are you trying to give it a "house-y" feel while also keeping the floor functional as an arena?

Maybe you could spread certain obstacles out? (It would make the level really hard, I figure). Like this:



Or, perhaps you could turn it into a long game by making the map more rectangle than square (like the above picture).

Digging the levels thus far!
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Eendhoorn
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« Reply #54 on: January 25, 2016, 12:12:56 PM »

Haha, I can see how these little maps can be so much fun to make! You're basically creating your own "world", in a sense, with the different locations. It makes me think -- will these locations be used in-game as stage selections? Will this game function like an average fighting game where each stage has a "fighter" that you must overcome and defeat? Virtua Fighter Zelda!

Also, for the house, are you trying to give it a "house-y" feel while also keeping the floor functional as an arena?

Maybe you could spread certain obstacles out? (It would make the level really hard, I figure). Like this:



Or, perhaps you could turn it into a long game by making the map more rectangle than square (like the above picture).

Digging the levels thus far!
The stages are tied in to the backstory. To keep it short, the playable balls ("spheres") contain spirits. Some of the stages are tied to the location where the spheres could be located, some other stages might be tied to characters or other story events.

Which game is that image from? Must be Oracle of Ages since that's the only one I didn't play Tongue
It's a good layout, but the problem is that the level should be symmetrical vertically, otherwise one player could have an advantage. I do like the "rooms" here better, the absence of walls saves a lot of space.
I will toy around with it after I finished the other levels, thanks!
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Eendhoorn
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« Reply #55 on: January 25, 2016, 03:35:07 PM »

Here's the next one.



This one was quite easy to make because I could re use almost everything from the old levels.
The reference might be a bit too obvious for this level  Tongue

The roots in the water have a 1-way collision, so you can hit the ball through them from your side, but your opponent still needs to aim past them.
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Pixel Noise
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« Reply #56 on: January 26, 2016, 09:22:07 AM »

To go back to the house stage, or any stage really - could you add some sort of mobile obstacle? For example, in the house, if the ball hits the sleeping person, maybe they get up and start running around, creating a distraction + something to aim around?
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Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
Eendhoorn
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« Reply #57 on: January 26, 2016, 11:04:28 AM »

To go back to the house stage, or any stage really - could you add some sort of mobile obstacle? For example, in the house, if the ball hits the sleeping person, maybe they get up and start running around, creating a distraction + something to aim around?
Yeah that's the sort of thing I had in mind. A dungeon level that I have in the planning will feature moving enemies as well  Beer!
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Eendhoorn
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« Reply #58 on: January 26, 2016, 07:51:18 PM »

This one is far from ready, but it's a lot of work since I had nothing I could re-use this time.
It's supposed to be a vulcano level.



Here's one with a tile transition for the walls, I think it looks a bit better



I was thinking of having either lava streams or holes that spurt lava.
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lobstersteve
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« Reply #59 on: January 28, 2016, 02:19:25 AM »

This looks fun. I'll follow this Smiley
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