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TIGSource ForumsCommunityDevLogsMainasutto: I'm not Alone || A Metroidvania Where Your Choices Matter!
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Author Topic: Mainasutto: I'm not Alone || A Metroidvania Where Your Choices Matter!  (Read 25218 times)
DAndrëwBox
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« Reply #60 on: May 13, 2017, 08:23:16 AM »

Today I sent the first build to the new beta testing group.
It was a few weeks without publish anything of interest here, and it's actually 'cause I haven't so much time to make big posts or things like that.

So I'll leave an screenshot of how the game looks like at the moment, with the new colour shader and some visual implements that I did in my engine. Shrug

(I already made my own colour palette btw)

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DAndrëwBox
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« Reply #61 on: May 29, 2017, 01:15:18 PM »

I want to work in the project but university just takes all my time ):
By the way, there's a video with 20 seconds of some visual improvements.



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« Reply #62 on: May 30, 2017, 04:28:51 PM »

Oooooo. That's very mysterious.
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« Reply #63 on: May 31, 2017, 12:11:12 PM »

Ooo, mysterious video...   Gomez
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DAndrëwBox
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« Reply #64 on: June 25, 2017, 11:38:44 AM »

Long time with no updates in this post, I was on my finals, and this is the last week, so I'll be posting a lot more soon. :D
Also, as you can see, I didn't release the greenlight demo 'cause greenlight is now dead, and I hasn't time to did it, sorry. ):


Oooooo. That's very mysterious.

Ooo, mysterious video...   Gomez

Actually that was the goal of the video, I'm glad I did it. Hahahaha.
Now a short update...

I was complaining about finishing the menu screen or add new enemies, but I see that the enemies will take a long time to add without aclear concept of who I want to make to live in that zone, so I finished everything that was pending, the load game system and the configuration/options.

I was thinking about the load screen a few weeks ago, like 5 or 6 actually, but I hasn't time to make a mockup or something, so finally this weekend I made a mockup of what I want.


(Load screen mockup)


So, based on this, I started to make the first version of this menu, and it looks "a bit" blue. I mean, I love that navy blue colour that I use in replacement to black, but I feel that it was too "blueish".
If you don't trust me, just look at this.




(First version)


Then I think, what could I do to make it less blueish without removing the blue tones?, s I figured out taht I need another colours in the scren to make the player focus on the bottom of the screen where I'll put the "instructions".
First, I tried with purple and fuchsia, but it didn't work so well.

So, after a while, I think that if a simple colour can't catch the attention, maybe all the colours can, and I did it like a gradient.
I didn't like it.

Because of this, I decided to make it change his colours gradually, and it works! (tbh I didn't think that it will work).
With that done, I focused my work in the settings screen and... I done it too fast, I mean, I just copy pasted the code of the pause menu options, and change some things like "colours" to a "language" option.

So to take advantage of the time I decided to make the load menu pretty, I figured that can add some particles to it, at first I wanted white particles, so I tested it with a substract blending, but it doesn't work as I want, it just drew some black squares. Anyway, I made the particles change color along with the background flash and it looks...
Fine? I guess.

And well... I added a texture to the brigther part of the screen just on a whim. Shrug
You can see everything in the video below!!



[[ TL;DR ]]
I made a load screen and the configurations in the menu. Watch it in the video below.




(Final version)
« Last Edit: June 25, 2017, 11:44:07 AM by D-Andrew » Logged


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« Reply #65 on: June 26, 2017, 12:36:10 PM »

This is looking really good! A fine combination of Cave Story and Castlevania thus far.

My favorite part is the obligatory Castlevania strut the main character has going on.
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« Reply #66 on: June 26, 2017, 05:21:20 PM »

Looks really good, how long till a demo version is ready would you estimate?
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DAndrëwBox
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« Reply #67 on: June 27, 2017, 04:27:00 AM »

This is looking really good! A fine combination of Cave Story and Castlevania thus far.

My favorite part is the obligatory Castlevania strut the main character has going on.

Hey!, thank you a lot
I try to keep the essence of Cave Story mixed with the gameplay and style of Castlevania (and maybe a bit of the Zelda saga).


Looks really good, how long till a demo version is ready would you estimate?

Thanks!, I already uploaded a demo in February, but in my opinion is almost nothing compared to the new versions.

Also, I was thinking on release a final demo (ex-greenlight demo) in the last week of Juny before take a year or a bit more 'cause university to finish the game, but some things didn't work well last weeks and greenlight dies, so I'll postpone until late July or mid August to have more time to fix some engine issues and make things look better. Shrug
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« Reply #68 on: June 27, 2017, 07:29:00 AM »

This seems really interesting. Following, and good luck!
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DAndrëwBox
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« Reply #69 on: June 28, 2017, 06:07:51 AM »

This seems really interesting. Following, and good luck!

Thanks!, I'll try to update this most frequently Smiley
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DAndrëwBox
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« Reply #70 on: August 06, 2017, 09:21:35 PM »

Very long time without updates, I guess I forget my password of this account and I was so busy lasts weeks but in this project Shrug

Anyway, a lot of things happened, if you remember, I would release the Demo 2 in mid august, but I didn't expect like I was thinking Sad

I lost the last 5 months of work, so I took a week to go back to work, It took me 3 weeks to return to the point where I was, more than anything thanks to create a changelog file in which I wrote the daily changes I make.


Anyway, there's the change lists from the last update that I posted Smiley

First of all, I added an autoupdater to the beta testers (it'll be removed in the Demo 2 and the steam version by obvious reasons). It shows a message in the menu when there's a new version available.

Also, to make this devlog less bored, I'll just post the images and put in the description the changes. Wink


(Description bar in equipment now changes his colour according to the background colour)



(Main menu now have an 'EXTRAS' option)
I'm thinking on add a soundtest, and another game modes inside it. Smiley



(The 'Load Screen' is now the 'File Selection' screen, can load and start new files in)
I don't remember if a shown that screen before. Shrug
Also, now it have a greyscale shader in the orbs when the game isn't completed.



(Infoboxes can handle coloured texts now, just in spanish at the moment)



(Radial blur shader added to make some vfx on the game)



(Swing and woosh vfx and sfx added to a lot of weapons)
I don't know why the colours fucked up. ):


(Weapon renamed from 'Piocha' to 'Picota' in spanish)



(Action signal removed in some objects)
I wanna make a message appears in bottom left corner in things you could interact with.



(I was working in some sub-bosses, take a leak(?))



(Now pressing escape you open a submenu before go to the menu)



(Game over screen now shows useful tips)
That art isn't the final, is just a test(?)



(Added a minimap system)
Idk why gif files doesn't show well ):



(Finally, I added a pruple filter as 'opacity layers' to some areas)


[[ TL;DR ]]

I lost the last 5 months of progress but I did a lot of things and redo everything from the tech demo.
Take a look:




(2nd week of July updates)




(form 2nd week of July to 1st week of August updates)


So that's all, I guess, after the 3 weeks of 5 months recovery. Giggle
See ya' soon.

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DAndrëwBox
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« Reply #71 on: August 08, 2017, 11:42:01 PM »

I fixed the textboxes to can use it when the cutscene borders are in, and some camera smooth movements.
It's not a big progress, but now it could feel more like a cutscene and less in-game interaction.

May could I use a different kind of textbox in cutscenes?



(This cutscene maybe will be removed to the final version)


Btw, I found a way to upload the gifs in x2 scale without losing much quality Smiley
« Last Edit: August 08, 2017, 11:51:54 PM by D-Andrew » Logged


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« Reply #72 on: August 09, 2017, 04:47:14 PM »

I forget to tell you, but, as you can see here, Maldo is back into the Mainasutto's team, so he started to work in the weapon icons, there's a small view of his work.


(Some alternative versions of the same items)
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DAndrëwBox
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« Reply #73 on: August 13, 2017, 03:20:46 PM »

Today I started to work in the prologue stage, you'll be able to play with Kvol and play the last part of the final stage in Graveyard Garden (It'll be released a month after the demo 2 of Mainasutto). So, as you can see, if you played the tech-demo, the final part of this stage is the room where you fight with Kvol, but seen in the POV of himself.


(Prologue WIP)


Maybe I'll make Kvol playeable in an 'extra mode', but I'm not sure.
What do you think about?
« Last Edit: June 14, 2018, 02:07:43 AM by D-Andrew » Logged


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DAndrëwBox
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« Reply #74 on: August 20, 2017, 02:36:50 AM »

I was testing about how a 'level 999 player' looks like and I'm not surprised why you need almost 320m XP to reach that level.


(That's the real speed, also everything happened in just ~1 sec. in-game time)


Also, yeah, I clamped some base stats to not reach more than 999 (or 99 in case of INT 'cuase is the stamina regen by frame divided in 100).
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« Reply #75 on: August 20, 2017, 07:43:09 AM »

Looks overpowered! It's always good to be testing edge cases.
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« Reply #76 on: August 21, 2017, 04:38:36 AM »

Looks overpowered! It's always good to be testing edge cases.

It's "overpowerdly funny" to play the game on that level, but I guess I would clamp even more the stats, specilly the stamina regeneration Shrug
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« Reply #77 on: August 22, 2017, 09:20:46 PM »

IMPORTANT METROIDVANIA RELEATED NEWS!!! (not really)

I realized that I forgot something VERY VERY important in the game engine, and I added it today.


(Yeah, i forgot to add a crouch/duck system)

After that, I change some controls, the "interact key" now is the "up key", and not the "down key" as you know by the Tech-Demo.
Nothing more, would see how this affect the subweapons system.

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DAndrëwBox
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« Reply #78 on: August 27, 2017, 01:25:07 PM »

I always forget to upload things in #ScreenshotSaturday, but anyways, I worked in a fixed and optimized level up animation yesterday Smiley

       
(Old vs New level up animation comparision)

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« Reply #79 on: August 27, 2017, 02:33:27 PM »

Ooh I love cave story and it looks like you're going for more of the emotionally epic story side of things that Cave Story did, so I'm hella interested.
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