DuskedSky
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« Reply #40 on: April 15, 2017, 02:34:24 PM » |
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This is very pleasing on the eyes. I love the style/design of the game too. It reminds me of Earthbound and Persona
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giga
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« Reply #41 on: May 06, 2017, 01:02:47 PM » |
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This is very pleasing on the eyes. I love the style/design of the game too. It reminds me of Earthbound and Persona
Thanks! And today I've got: menus 
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Pixel Noise
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« Reply #42 on: May 06, 2017, 04:27:00 PM » |
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I love the grey menus. Especially the Time menu, with that beautiful green button; reminds me of Ultima Online menus a bit.
I think I said it before, but the font is great. Verily.
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Mattie
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« Reply #43 on: May 06, 2017, 10:49:20 PM » |
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Sweet looking GUI, everything looks so lively.
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giga
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« Reply #44 on: May 15, 2017, 09:05:05 AM » |
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I love the grey menus. Especially the Time menu, with that beautiful green button; reminds me of Ultima Online menus a bit.
I think I said it before, but the font is great. Verily.
thanks! wanted to render them in that silhouette style. might be some things that can be done with items/skills windows now that i think about it  Sweet looking GUI, everything looks so lively.
thanks! and this is how water's being done atm. slowed down the framerate a little since this was taken 
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giga
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« Reply #45 on: June 10, 2017, 08:51:46 AM » |
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Been starting to implement the special weapons. The first one is the spray paint gun, which lets you spray paint on large enemies with enough space. Depending on what shape you spray, it can generate a skill point. For example, spraying a heart on someone who's blushing makes them embarrassed. There will probably be a few shapes, it's all recognized via grid, which is why the bounds display when switching to the proper gun.  You can swap primary/special weapons immediately by just left or right clicking, so you can still shoot between spraying.
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xix
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« Reply #46 on: June 10, 2017, 08:59:26 AM » |
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This project looks great. Weirdo knights with guns and spraypaint are dope.
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fall_ark
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« Reply #47 on: June 25, 2017, 09:36:21 PM » |
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Commenting because it's too cute. So....any estimate on how big the project will be? Looks like there's going to be TONS of stuff.
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Chinese localizer and influencer. Translated Dead Cells, Slay the Spire, The Count Lucanor, Katana Zero, Dicey Dungeons, and involved in the localization of Reigns, The Curious Expedition, Desktop Dungeons, etc. If you have questions about Chinese loc and publishing etc., find me at Twitter @SoM_lo
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jctwood
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« Reply #48 on: June 26, 2017, 06:13:47 AM » |
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this pattern spray painting is super clever. I can imagine being able to spray a lightning bolt to electrocute someone or a spiral to confuse them.
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_____bone
Level 1
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« Reply #49 on: June 26, 2017, 07:58:39 AM » |
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haha, I love this!
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giga
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« Reply #50 on: July 01, 2017, 09:45:43 AM » |
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This project looks great. Weirdo knights with guns and spraypaint are dope.
Thanks! Commenting because it's too cute. So....any estimate on how big the project will be? Looks like there's going to be TONS of stuff.
not sure yet. doing mostly gameplay so far, and there's still some stuff to go. lots of backend stuff to make sure battles support the different types of moves without glitching, cases being set up manually etc. but we'll see! this pattern spray painting is super clever. I can imagine being able to spray a lightning bolt to electrocute someone or a spiral to confuse them.
yep, those are neat ideas! there's also another use for the alt weapons, can probably show it soon. haha, I love this!
thanks!  And here's how melee attacks are looking so far. The enemy's weapon will blink with a hazard sign; shooting it enough can interrupt their attack, staggering them for the remaining duration of the move.
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« Last Edit: July 01, 2017, 09:50:57 AM by giga »
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Pixel Noise
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« Reply #51 on: July 08, 2017, 09:35:39 AM » |
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Great idea on the stagger! Honestly, I'm continually impressed by the diversity and quality of the combat design.
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giga
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« Reply #52 on: July 15, 2017, 05:53:46 AM » |
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Great idea on the stagger! Honestly, I'm continually impressed by the diversity and quality of the combat design.
Thanks Noise! This week is the clothing system. It works with the equip menu from the main menu, and currently just shows what you're wearing in-battle. It's just a single image laid across your default arm, so an easy thing to add right now (unless I decide to add reload animations, not sure about those yet though). 
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giga
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« Reply #53 on: July 22, 2017, 12:18:36 PM » |
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aaaand messing with color palettes a lot lately. wanted this area to look greener, and to replace some of the neutral dark grays with more purpley indigo, for... "character." see post above this for comparison! 
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metlslime
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« Reply #54 on: July 22, 2017, 12:38:25 PM » |
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This looks neat. I like the art style (and the quality of it,) and the shooting mechanics and enemy movement/attacks seem well thought out.
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giga
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« Reply #55 on: September 02, 2017, 09:17:12 AM » |
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 here's the pizza shop. still some wip-y elements, but mostly there  there is a deeply intricate lore reason why old-timey cars occupy the same era as credit card chip readers, i swear.
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Canned Turkey
Guest
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« Reply #56 on: September 02, 2017, 10:58:04 AM » |
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I can't get over how wonderful the art design is! It's fun to see you take two genres that aren't very compatible and actually make something that looks really really fun. Following 
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