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September 19, 2018, 03:29:16 PM

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TIGSource ForumsCommunityDevLogsTiny Thor
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thefoolishbrave
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« Reply #20 on: August 14, 2017, 03:51:48 PM »

I'm squinting to see his idle pose atm, can you post a larger screen shot of him? ty ty
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freank
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« Reply #21 on: August 15, 2017, 03:49:22 AM »

Amazing pixel art!
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JoeManaco
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« Reply #22 on: August 18, 2017, 06:28:58 AM »

We just had the first bunch of people play Tiny Thor and we gained valuable feedback from them. Here is something nearly every player complained about. Like in many other games in mario you can now also fight enemies by jumping on their head (as long as they have no spikes or something on their head  Screamy ). I didn't have designed Tiny Thor that way by, but some of those player even had a hard time to learn it that this is forbidden in the game - because they are so used to this mechanic from other games.

So, well, here you have it :-)



This will even allow for some clever level design to reach hidden areas by jumping from enemy to enemy  Well, hello there!
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thefoolishbrave
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« Reply #23 on: August 18, 2017, 08:50:28 AM »

We just had the first bunch of people play Tiny Thor and we gained valuable feedback from them. Here is something nearly every player complained about. Like in many other games in mario you can now also fight enemies by jumping on their head (as long as they have no spikes or something on their head  Screamy ). I didn't have designed Tiny Thor that way by, but some of those player even had a hard time to learn it that this is forbidden in the game - because they are so used to this mechanic from other games.

So, well, here you have it :-)



This will even allow for some clever level design to reach hidden areas by jumping from enemy to enemy  Well, hello there!

if you can't beat 'em join 'em, and well, no one in the gaming world can really beat Mario so  Who, Me?
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RadicalBradical
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« Reply #24 on: August 18, 2017, 09:04:18 AM »

I really like the bounce/jump attack animation!  Smiley
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JoeManaco
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« Reply #25 on: August 18, 2017, 02:35:10 PM »

and well, no one in the gaming world can really beat Mario so  Who, Me?

Yeah, that's true!
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JoeManaco
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« Reply #26 on: September 20, 2017, 01:09:32 AM »

Here are a few new gifs :-)





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Ayramen_Studio
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« Reply #27 on: September 20, 2017, 06:42:37 AM »

Looks awesome! Great pixel art and nice gameplay!  Toast Left
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JoeManaco
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« Reply #28 on: November 30, 2017, 10:23:37 AM »

Some of you complained about the main sprite, so here is an early peek at our new Tiny Thor pixel hero completely revised by Henk NieborgWell, hello there!



Do you like him?  Grin
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HiddenNatureDsn
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« Reply #29 on: November 30, 2017, 12:10:55 PM »

Some of you complained about the main sprite, so here is an early peek at our new Tiny Thor pixel hero completely revised by Henk NieborgWell, hello there!



Do you like him?  Grin

I like the new character style, but it lacks the red color balance of the original.  Would love to see the red cape return, or some other red elements to better balance the colors.
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JoeManaco
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« Reply #30 on: December 01, 2017, 12:06:45 AM »

Thanks for the feedback.

The cape will be added to the sprite when the player unlocks the "Dash"-Skill Smiley

Jochen
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marcgfx
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« Reply #31 on: December 01, 2017, 01:34:44 AM »

I was one of the complainers, much better sprite!!
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« Reply #32 on: December 01, 2017, 09:38:12 AM »

I was one of the complainers, much better sprite!!

Mission accomplished!  Beer!
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JoeManaco
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« Reply #33 on: March 09, 2018, 12:06:29 PM »

We've just overhauled and implemented our new aiming/charging/hammer mechanic which makes up for some quite interesting gameplay situations. What do you think?

Here is a video with a few situations:



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JoeManaco
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« Reply #34 on: March 12, 2018, 05:02:45 AM »

Just added a new dash attack for the Snakes. Before they were just biting without the dash which felt too easy / boring. It's nuch better now, but I'm still not sure if the impulse is probably too high / too low and the trigger area is too small - because right now if the player is very exact he is able to just stop before the trigger area to destroy the snake (but on the other side it would require some skill, because there is no exact visual anchor on the trigger zone):

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PetSkull
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« Reply #35 on: March 12, 2018, 08:21:16 AM »

Yuo could change the timing, so the snakes behave differently everytime. Some times they'll dash longer, sometimes they'll start the dash soon etc. This way, you never know when it will attack and you need to be on your toes Smiley
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JoeManaco
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« Reply #36 on: March 12, 2018, 08:47:31 AM »

Yuo could change the timing, so the snakes behave differently everytime. Some times they'll dash longer, sometimes they'll start the dash soon etc. This way, you never know when it will attack and you need to be on your toes Smiley

That sounds interesting. Will try that. Thanks!
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diegzumillo
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« Reply #37 on: March 13, 2018, 09:13:12 AM »

I love everything here! It looks amazing and fun. The new art looks great, even if I'm not a huge fan of big japanese style eyes
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JoeManaco
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« Reply #38 on: March 16, 2018, 09:16:10 AM »

@diegzumillo Thanks, always nice to hear such words Smiley

Here is what happens last week, that was about improving the combat / enemy design as they had no chance  against the newly introduced ability Tiny Thor now possesses, the Charged  Hammer.

The Hive

The hive is a new enemy type that is constantly spawning small bees that are buzzing around and attacking the player if he comes closer. They are the only enemy type for now that can fly through walls - which makes them quite dangerous for the player, because his attacks cannot reach them until they close in.

They can swarm the player but Thor can destroy hordes of them with one single well aimed throw (which feels very satisfying).

The hive itself has multiple hitpoints and will replenish destroyed swarm bees. The player has to push through and eliminate the hive to overcome this encounter.

During the development we played around a lot with different values: Move rate, aggressiveness, spawn rate and spawn cap. It seems the engine is robust enough to handle … experimental numbers Tongue



The Guard

This enemy is carrying a shield in front of him. As he is always facing towards the player, Tiny Thor is not able to attack him directly, but rather has to employ trick shots and clever positioning to hit him in the back, where he is vulnerable.

The enemy also launches a shockwave every now and then that will follow the ground and forces the player to jump to dodge it. To do an aimed throw with the hammer the player has to stand still, so there’s only a small window to get the shot off.

The wave following the level geometry also counters Thors newfound ability to kill enemies safely from behind a corner with the charged throw.

We don't have a visual concept for this enemy yet - so if you have any ideas please let us know. Have a look how it works:



Spikey Ball

The spikey ball is a nice variation of our rope (which is usually used by the player to swing around the levels): At the end of the rope we put a big spikey ball on it. You'd better avoid it if you don't want to die :-)

The spikey ball came to be by changing a platforming tool of little Thor into a threat by attaching the namesake to the end of our swinging ropes. This thing now flails around in our levels, forcing Thor to dodge it in more interesting ways than our other environmental threats (falling spikes, etc.).

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JoeManaco
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« Reply #39 on: March 23, 2018, 07:48:14 AM »

Charged Hammer: Energy
This week we found the final piece to the puzzle of Thor’s new toy. As shown in previous updates Tiny Thor has two different hammer attacks. A simple, fast one for enemies close by, that lets the hammer fly like a boomerang and the charged attack, that requires the player to hold the fire button down to aim into any direction. On release Tiny will throw the hammer and it will bounce off of enemies and walls.

While this is a very intriguing mechanic it also invalidates enemies in certain level passages as the player can just kill them from around the corner without putting himself in the line of danger.

To address this problem we redesigned some enemies to counter Thors new-found powers (like the guard in the previous week). While this alleviates the issue, we needed something that solves it and we found just that in an energy mechanic.

The charged hammer now drains energy while flying and automatically returns to the player when the pool is emptied. The player now has to manage this resource.

The energy of the hammer refills when it hits enemies or destroyable blocks. This is true for both attack types, so if the player is out of energy, he can just fight a few enemies to refill the bar. Or if he plans his charged shots carefully he can hit enemies multiple times and the hammer refills itself even while flying.

This results in a very nice game flow because the player has to constantly switch between clever trick shots and intense close combats.

Here is an example how it can be used, to destroy dozens of enemies at once while the hammer is refueling itself:



Here is another example, but the distance between the hits is getting too far, so finally the hammer ran out of energy:



When out of energy, the player can attack the enemies with regular attacks to refill it:

http://share.asylumsquare.com/tinythor/cw-12/007b.gif

Another benefit of this resource is that we can now tie other systems to it. Previously red gems were just rare score objects (three in each level, often hidden behind secrets or tough platforming). Now each one of them will add an extra point to the energy pool of the hammer. Now exploration will be rewarded mechanically, enabling the player to do more awesome shots.


Mushrooms...
Steffen (one of our two Game- and Level-Designers) requested a feature that he can rotate the mushrooms (basically jump pads) freely in all eight directions. He created lots of cool passages with the new set, like this one for example:




...and Secrets
He also reworked / improved the level design of the first world to go along with the new charged hammer and level elements (and will continue with this the coming week):





He also ensured that there are always small hints of some sort for the numerous secrets we have in the game. So if you watch carefully the player should be able to identify them.

Here are some small branches looking through the rocks. Following them will guide Tiny Thor to a red gem.



Hmmm... this mushroom doesn't make much sense, right? Wrong!



It’s raining snakes! Tiny probably should have a closer look, after he defeated them:



Besides small bug fixes we did speed up the games respawn sequence so hard passages feel less frustrating and get you right into the action again.

As Chris and Fabian are working like crazy on the Music, I've also implemented a small Debug Audio Menu where we can switch between the different Music Tracks / Ideas and feel them in game. We really love the first drafts Chris composed for Tiny Thor and can't wait to share them with you Smiley
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