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TIGSource ForumsCommunityDevLogsJarvis - Hack 'n' Slash | 2d Platformer | Metroidvania
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Author Topic: Jarvis - Hack 'n' Slash | 2d Platformer | Metroidvania  (Read 17782 times)
chrilley
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« on: January 11, 2016, 06:51:43 pm »


Hello there!


I've been working on this game for quite some time now and I would love to show what I got so far. It is a metroidvania game that just recently got green-lit on Steam. I am super ecstatic over this and fired up to finish this game in the coming months! Here's some of the things I'd like to share for the moment!

Work in  Progress Screens








Items


Some Inventory Sprites UI


What do you guys think so far? I am looking for any kind of feedback that you might have!

   Cheers!
        /

« Last Edit: September 20, 2017, 08:10:15 pm by chrilley » Logged

Arvsgamer
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« Reply #1 on: January 11, 2016, 08:13:34 pm »

This looks really cool! I love all the effects.
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mtarini
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« Reply #2 on: January 11, 2016, 08:29:07 pm »

Looks great! Very nice. I would sure like to play this.
Nice pixel art. I especially like the two legged "devil" creatures at the beginning, and how they are animated.

For the rest, overall I like it, but, for my tastes, (but that might well be only me!):
  • I see too much pure white area during the actions. That includes the large flashy attack regions, and the hit enemies (I mean the moment in which turn white, as they take damage). It's like my eyes lounge to be cuddled with details, and they are fed uniform white areas instead.
  • The green bulbs, which I expect represent XP or something, also cover too much area at times, and look a bit menacing, like homing missiles or something (it might be something with their constant relentless speed).
  • FPS problems? the action could be smoother -- but maybe it is just an artifact of the video recording.
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« Reply #3 on: January 12, 2016, 12:41:57 am »

I love the look of this, a nice "compact" feel to it and not as super minimalistic as many indie games you see today. Excited to see more!
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Fenrir
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« Reply #4 on: January 12, 2016, 12:52:51 am »

Really nice! Keep it up!
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Grhyll
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« Reply #5 on: January 12, 2016, 01:37:07 am »

Wow it looks very nice! Well done so far, that's an impressive amount of work!
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« Reply #6 on: January 12, 2016, 02:14:11 am »

Looks and sounds awesome!  Kiss
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« Reply #7 on: January 12, 2016, 02:24:33 am »

Very nice pixel art.
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brantkings
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« Reply #8 on: January 12, 2016, 10:02:22 am »

I liked this very much! The pixel art is astounding, and I like the input magic thing.

But I agree with the FPS problems, are you freezing the game when you hit a really strong attack? Maybe you need to freeze less each subsequent strong attack just like Street Fighter or something like that, maybe.
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chrilley
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« Reply #9 on: January 12, 2016, 02:35:41 pm »

Thanks everyone! Glad you like it so far Smiley

@mtarini & brantkings: It's basically a feedback effect for landing multiple hits with the special moves. It is definitely a bit  inspired by some fighting/brawling games. I did take most influence from Megaman X4 however when it comes to this particular element. Whenever Zero would hit an enemy with a special attack it really felt like the blade was working it's way through its target. I can definitely look into tweaking down the freeze a couple notches though.

Level Editor!

I only mentioned it briefly in my first post but there is also a level editor that will ship along with the game. You will be able to use it to make your own areas and mods for Jarvis. I wrote a bit of an Overview Article about it over at Jarvis IndieDB page. It's mainly for those of you who might be interested in modding the game. It's also worth mentioning that the game uses external .lua script files to handle triggers and events. So you can basically create your own scripts or edit the existing ones if you'd like Smiley
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chrilley
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« Reply #10 on: January 14, 2016, 06:46:33 pm »

I'm currently having more fun than I should debugging one of the bosses. Smiley



I would probably be getting things done faster if I wasn't constantly losing focus and start trying to beat him instead of fixing the bugs.
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chrilley
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« Reply #11 on: January 15, 2016, 05:26:39 pm »

I made this giant-type enemy and I have no clue what to name it...

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chrilley
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« Reply #12 on: January 17, 2016, 04:56:41 pm »

Recorded one of my favorite spells of Jarvis that I've been tweaking today:


It's main uses are either to spread damage among your enemies or simply clean up what is left of them Smiley
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« Reply #13 on: January 18, 2016, 04:36:24 am »

looks outstanding, is the giant type enemy a boss or a common enemy? looks imposing.

I've read that this is made with clickteam fusion and that the game is made in 1 frame, are there a specific reason you didn't opt on using multiple frames?
« Last Edit: January 18, 2016, 05:26:56 am by bakkusa » Logged
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« Reply #14 on: January 18, 2016, 04:47:31 am »

The core gameplay seems really good, nice to see the various abilities, looks like they add something fun on top of the 'traditional' Metroidvania-type games.

How big is the world going to be? Is there a story?
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chrilley
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« Reply #15 on: January 18, 2016, 01:24:12 pm »

Thanks for the kind comments, bakkusa & DizzyDoo! Smiley

is the giant type enemy a boss or a common enemy? looks imposing.
The giant is a boss that also returns as a common enemy later on. He's sort of the introduction to boss encounters. I don't plan on having the other bosses return as common enemies as the giant does. The reason for his re-use is to help illustrate your character growing in strength as you play. You do level your stats and such so eventually some enemies that used to take several hits to kill will now die more easily from your attacks.

I've read that this is made with clickteam fusion and that the game is made in 1 frame, are there a specific reason you didn't opt on using multiple frames?
Yup this is made in Clickteam Fusion 2.5 Developer!

I decided to not go for multiple frames since I would run into issues when I have to make a global change to the game(like updating 100+ frames individually Tongue). I am aware of Global Events which does come in handy sometimes but I also wanted a quicker way of making the levels with the possibility of some sort of modding-support as well. I made a level editor where I can quickly paint out my tiles and throw in script triggers and such. It's been working great thus far. The only issue is that I am not entirely 100% happy with the loading time between areas. There is a very short but still noticeable pause when entering some areas that are a bit heavier than others. I hope to get that sorted before release.

How big is the world going to be? Is there a story?
It's still a bit unclear how big the world will be. I am working on a few more areas that I want to include in the final release. There is a story told with images, NPCs and text dialogue, etc. Smiley
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chrilley
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« Reply #16 on: January 19, 2016, 07:01:51 pm »

During the last few days I've been developing and setting up the leveling system for the game. It's finally at the point where I can test and play around with it!



It turns out that after leveling for a while you eventually become a whirlwind of death Smiley

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chrilley
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« Reply #17 on: January 20, 2016, 11:43:13 am »

The very talented Simon Petersson who is composing the awesome soundtrack for Jarvis just finished and uploaded the area theme of Mepheron Keep to his sound cloud, have a listen! Smiley

https://soundcloud.com/simon-petersson-5/mepheron-keep
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Diejay
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« Reply #18 on: January 20, 2016, 11:53:16 am »

This looks so cool! Very polished and fun! I'm sure you'll make a killing! Beer!
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chrilley
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« Reply #19 on: January 24, 2016, 06:07:24 pm »

Thanks! It would be fantastic if this did well Smiley

Here's yet another fun move I like to play around with:



Works great for getting places far below!
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