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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 18568 times)
thefoolishbrave
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« Reply #40 on: February 26, 2016, 03:22:32 pm »

I love the colors on this Smiley
Definitely gives the SNES platformer vibe.

The only thing is the hit sound effects sound very blunt and underwhelming, any plans to swap out or consider more hit sound effects that "pop"?
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chrilley
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« Reply #41 on: February 27, 2016, 11:53:15 am »

Thank you!

I agree on the sounds, it was one of the things that people had negative feedback on after watching the trailer(not sure what I was thinking on that Knight slash sound, must've been late at night Smiley ). I do have a stock sound pack that I play around with in audacity to create the SFX for the game but that's as far as my expertise goes sadly.

Is there any specific sound you had in mind as reference for the hit sounds?
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chrilley
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« Reply #42 on: February 27, 2016, 04:07:35 pm »

Water FX work in progress...

Splash, splash splash...
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chrilley
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« Reply #43 on: February 28, 2016, 06:42:19 pm »

Trying out the air dash as an attack rather than a means of fast travel.

Gets the job done against weaker enemies Smiley
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chrilley
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« Reply #44 on: March 01, 2016, 01:30:32 am »

Implemented these little buggers today:

I find them adorable in a weird way.
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chrilley
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« Reply #45 on: March 02, 2016, 07:05:51 pm »

Showcasing my excellent Enemy AI:

"Huh? Where did he go? Oh well..."
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chrilley
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« Reply #46 on: March 05, 2016, 02:54:37 am »

I've been putting together a text "engine" for my game so I can use fonts that I make in Photoshop rather than plain text that I have been using up until now. It's also useful to display symbols like button icons and such. A little demo of what it does:


I am skeptical that test font would fit Jarvis but we'll see where it goes from here.
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chrilley
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« Reply #47 on: March 12, 2016, 04:17:01 pm »

Implemented a Hue shifting shader recently in order to get some quick and dirty color variation in the levels.

Left side is before Hue shift and right side is after.
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chrilley
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« Reply #48 on: March 13, 2016, 03:23:35 pm »

I put together a new gameplay trailer for Clickteam's game showcase at GDC this year. Also replacing the old trailer on the first post while I'm at it.


« Last Edit: March 13, 2016, 03:33:04 pm by chrilley » Logged

chrilley
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« Reply #49 on: March 15, 2016, 08:14:01 am »

This pretty fellow is a potential mini-boss in the makings:
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kshankin
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« Reply #50 on: March 15, 2016, 08:36:46 am »

The gameplay and trailer look great! Good job on your progress. Are you at all worried about getting a cease and desist letter because of the games name?
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chrilley
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« Reply #51 on: March 15, 2016, 04:45:59 pm »

Thanks!

Is there another game named Jarvis?
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Jalapenosbud
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« Reply #52 on: March 16, 2016, 07:07:25 am »

trailer looks good! i also like that one eyed dude, very good sprite work Smiley
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Aamp
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« Reply #53 on: March 17, 2016, 04:09:18 am »

I'm liking the water effect and the backgrounds are looking really nice.  Are those candles or lights?  Just wondering because they're upright and open like candles but have like a stationary bulb, colour, and strobe of a light?  Thinking that if they were candles, the flame would maybe move around and flicker randomly as when you get 2 side by side, they seem almost the same pattern wise?.. Tongue  I was just checking out the other pages and the characters are looking awesome as well!
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Tuba
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« Reply #54 on: March 17, 2016, 05:46:34 am »

The combat looks quite fun!

Keeping an eye on this  Blink
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chrilley
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« Reply #55 on: March 18, 2016, 04:18:12 am »

Thanks guys!

@Aamp: Those are torches, I will see if I'll get around to changing the light effect Smiley

I started implementing that text thing I showed earlier.
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kshankin
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« Reply #56 on: March 18, 2016, 03:44:12 pm »

Thanks!

Is there another game named Jarvis?

Not a game, but Marvel has trademarked Jarvis for pretty much anything computer related, at least that's the case in the US. I'm not sure exactly how that kind of stuff works Smiley
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chrilley
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« Reply #57 on: March 20, 2016, 11:32:43 am »

Me neither but hopefully Mickey Mouse won't show up at my door step. Shrug
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chrilley
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« Reply #58 on: March 20, 2016, 05:30:11 pm »

Working on a new spell!

Currently it bugs out any enemy that isn't hit by it(notice the freaky dance going on up there...) but not a bad start!
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EvilDingo
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« Reply #59 on: March 20, 2016, 05:57:37 pm »

Quote
Me neither but hopefully Mickey Mouse won't show up at my door step. Shrug

Man, if you can spend months working on a project, you can make sure your work is properly protected. If Jarvis is trademarked (easy to check, do a trademark search) you need to heed this advice and change the name. Look at all the Tetris-like games killed by the Tetris Company.

To be super blunt - there isn't anything special about the name. Use the opportunity to make something yours and trademark it.

I like the look of your game, but is this an incredibly rare instance of "not enough screen-shake"? In my opinion, most developers posting here are way, way too heavy handed on the screen shake, but I think your attacks would have more meat if there was a subtle screen shake when they connect.

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