fireboy
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« Reply #20 on: July 30, 2017, 04:57:56 AM » |
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I've been working a lot ( ), but I'm back in my personal projects. This is the map I've been working on for some time. To gain time in development, I had to develop a tool that would support Tiled-generated maps. Maps loaded at runtime were also desirable. Just below I have an image showing the map loaded in unity: But it's just deserialized information. Another process is responsible for displaying the tiles and prefabs from this information. I would have saved a few weeks in development if I found a similar tool. But now that it's ready, I'm going to try to finish the game. I hope to finish this project next month. And develop many others with the tool. Any questions about development details? I'll be happy to respond.
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fireboy
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« Reply #21 on: August 05, 2017, 06:45:01 PM » |
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fireboy
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« Reply #22 on: August 11, 2017, 03:02:06 PM » |
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Now I have to design many phases. This one was made today with the help of my 12 year old cousin (not really I do not know his age ^^). The drawing is his. I had to make some adjustments to keep the gameplay focused on combat, but a lot was kept from the original phase. I wanted his participation in my game, I think my plan worked out ^^.
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fireboy
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« Reply #23 on: August 17, 2017, 05:39:57 AM » |
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Now I have help in the graphics. This is the new Super Dungeon Boy character. What do you think?
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« Last Edit: August 17, 2017, 06:37:32 AM by fireboy »
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fireboy
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« Reply #24 on: September 12, 2017, 01:21:02 PM » |
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I'm very excited today with this new game play video: I hope you like it. The game is almost at the point that I would like, there are only a few more things to solve and then you are ready for the tasting. The future of this game will depend on the ratings. If you want more stages, more mechanical or more challenges.
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fireboy
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« Reply #25 on: September 15, 2017, 06:05:36 PM » |
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I managed to make some cool gifs with more quality ^^ Graphics, items and effects of the game. Fight with enemies. Secret passage.
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Bahototh
Level 1
Design, Pixels & Art
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« Reply #26 on: September 16, 2017, 10:03:50 AM » |
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Nice looking man.
Especially like the secret through the water passage. I would add a (dark?) background image or organic shapes to the wall to give it some depth. If we get some interesting enemies (Don't like blobs anywhere...) then hooray!
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fireboy
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« Reply #27 on: September 16, 2017, 11:19:41 AM » |
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Nice looking man.
Especially like the secret through the water passage. I would add a (dark?) background image or organic shapes to the wall to give it some depth. If we get some interesting enemies (Don't like blobs anywhere...) then hooray!
Thank you! So far it was focused on making it work. I had work to do a physics on ice and other things more ^^ But as soon as possible I will be able to work on every graphic detail. I want to improve the particles a lot. And create more enemies as well.
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fireboy
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« Reply #28 on: September 20, 2017, 02:21:06 PM » |
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Hi Can I count on your help? It's just a gameplay test ... it'll be cool! Still I intend to improve many things in this game, but it has a mechanic in an advanced stage and can already be played by itch.io. I could not test the Linux and Mac versions ... I'll owe it.
I'd love to hear your opinion after experiencing the gameplay.
- What are your expectations regarding this game?
- What would make you buy this game?
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« Last Edit: September 21, 2017, 04:27:31 AM by fireboy »
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Ayrik
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« Reply #29 on: September 20, 2017, 03:18:42 PM » |
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This game looks adorable. I have a question. When looking into building the 2D collision meshes did you look into edge colliders at all? They seem a lot simpler to generate but I was wondering if you saw any downsides to them if you looking into them.
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fireboy
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« Reply #30 on: September 21, 2017, 04:24:54 AM » |
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This game looks adorable. I have a question. When looking into building the 2D collision meshes did you look into edge colliders at all? They seem a lot simpler to generate but I was wondering if you saw any downsides to them if you looking into them.
Thank you Do you want to know if the collars are generated automatically? No, they are edited manually, but doing this with Tiled is very simple and I have decided not to worry about it yet. The problem with this is that I can not have a level editor in my own game until they are automatic colliders. I preferred large collisions. That they could involve the whole terrain. Many colliders cause problems with triggers detection. OnTriggerEnter and OnTriggersExit exhaustive would hinder a landing my scripts. ^^ I hope I have answered your question.
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fireboy
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« Reply #32 on: September 21, 2017, 01:09:40 PM » |
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EdgeCollider2D are working perfectly on my project. I had some problems with raycats in the water (sometimes the raycats fail and the enemy sinks when it should float) but I'm not sure about that. The arrows also use raycast and do not cross walls. The behavior of a single collision mesh is better in my design. As I said, many triggers events fail at some point.
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Ayrik
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« Reply #33 on: September 21, 2017, 04:01:17 PM » |
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Ah yeah that makes sense. Thanks for the info!
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2ndStudio
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« Reply #34 on: December 30, 2017, 02:35:13 AM » |
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It's look great, and I love the name :D Did you consider to the idea of giving him a melee weapon as well?
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ghosted
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« Reply #35 on: May 23, 2018, 12:32:14 AM » |
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Hey there, I was browsing some of the latest Steam releases and noticed this game... In Dungeon. I immediately recognised the character and tilesets from here and thought I'd let you know just in case somebody has attempted to sell your work off as their own.
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