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1323180 Posts in 59600 Topics- by 50764 Members - Latest Member: BryanSchumann

November 24, 2017, 04:23:35 pm

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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 17899 times)
Ishi
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« Reply #180 on: November 02, 2017, 09:37:55 am »

The combat looks really satisfying, it's quite fun that such a small character can zip around the screen and do huge melee attacks.
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SchriefFighter
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« Reply #181 on: November 02, 2017, 09:50:33 am »

I agree! The speed of the character and the attacks are really awesome!
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chrilley
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« Reply #182 on: November 08, 2017, 07:31:40 am »

Phew been so busy. Sorry for delayed replies.

@SchrieFighter & Ishi: Thanks! The tiny and fast style reminds me of Yoda dueling Dooku from Star Wars Ep 2 whenever I play test. Tongue
@KeinZantezuken: Yeah if you're in a hurry it is a viable option. Just make sure you don't dash into a group of enemies!
@io3 creations: Due to Jarvis abilities he is the only one left who can save the kingdom. However being weakened by losing most of his power he has to gather soul fragments.
@thefoolishbrave: Yeah I did intentionally try to avoid the cool, stylish, dark, serious hero type for this game mostly to sepearate from other protagonists of action games out there Smiley
@Pixel Noise: Absolutely! I hope I get more time soon to think about it some more.

Update:

Added vegetaion to the ruins area:






Still some annoying repetitive brick patterns that I'll hopefully have time to remedy.


Also it turns out growing a bunch of vegetation leads to an infestation problem:


I am afraid of snakes so I'm just going to let them stay.


And the biggest change...
I trashed the old spell input system for a brand new one that blends better into combat.

Instead of holding the Spell button and entering a combination of directions you simply treat it the same way as melee actions. You hold ONE direction then press Spell button to cast the spell mapped to that direction. This means you can sneak in your spells pretty much wherever you want without worrying about inputting the wrong combination.


Smash!

You can hold up to 3 spells at a time, mapped to Up, Down and Forward(Backwards being the same as Forwards). Also I am still wrecking my head about how to do the UI but you will be able to customize your spell load-out and their direction mapping(think of it as equipping a weapon to a slot) giving you a bit of choice in play style and hopefully coming up with some interesting spell combinations that go well together.
« Last Edit: November 08, 2017, 07:55:41 am by chrilley » Logged

io3 creations
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« Reply #183 on: November 09, 2017, 01:01:20 pm »

@io3 creations: Due to Jarvis abilities he is the only one left who can save the kingdom. However being weakened by losing most of his power he has to gather soul fragments.
I don't recall that part being mentioned but that would certainly be good in terms of setting up motivation.
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chrilley
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« Reply #184 on: November 14, 2017, 11:05:57 am »

Haha yeah. There are a lot of parts that hasn't been mentioned yet. Even this late in progress there are still things not fully decided upon!
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SchriefFighter
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« Reply #185 on: November 14, 2017, 12:32:44 pm »

I'm still really in love with this combat. The look of it reminds me of Zero from the Mega Man series, and that's not a bad thing! lol
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chrilley
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« Reply #186 on: November 16, 2017, 09:45:34 pm »

The two regular slashes were heavily inspired of Zero's combo and the uppercut was a mix of Zero's Ryuenjin and Ken's Shoryuken Smiley

Update: Here are two new spells!

Meteorite Shower and Holy Light (It's almost as if I spent an entire 5 minutes thinking up those names...)



The meteorites divides into four pieces when hitting a surface and once more when those shards land, like a mix between a Cluster Grenade from Worms and the Asteroids from... well Asteroids! Due to its random nature you'll never know for sure of the result but at least you can be sure to hit most foes once and knock them back, possibly setting them up for a follow-up.

The beam while devastating takes a ton of energy and also has a start up time. While you use it you are immobile and open to attack so make sure your back is clear. Due to its energy consumption you can't keep it up for long before depleting your energy completely. Also if you look at the gif, you can see that most of its cost went to simply summoning it!
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chrilley
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« Reply #187 on: November 21, 2017, 11:40:58 pm »

I've mostly been working on bosses and enemies lately(classified for now!). I am doing a little bit of work on cosmetic stuff for rooms too. Here are a couple of waterfalls that I started animating recently:
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