Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1349112 Posts in 62023 Topics- by 53704 Members - Latest Member: Esteban5XG

October 15, 2018, 08:13:02 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogs◣◢ Meawja — An 8-bit ninja adventure of a black cat!
Pages: [1] 2 3
Print
Author Topic: ◣◢ Meawja — An 8-bit ninja adventure of a black cat!  (Read 4897 times)
GabZero
Level 0
**


Keep moving forward


View Profile WWW
« on: September 23, 2017, 11:01:08 AM »



Meawja is an action platform game in 8-bit pixel-art graphics where you take the role of a black cat. It's up to you to face the Master's Challenge in order to become a ninja. You will slash and cut your way through 5 unique stages and substages, all this with colorful retro graphics inspired by classic NES games. It will be an arduous journey where the hero will face the Master's challenges to prove your worth. The gameplay is based on old-school games where the player skills are tested every second. This way you will have to master the controls in order to keep advancing through the stages and defeat any enemy you encounter. Also, there are very few checkpoints, making everything even harder. You're on your way to become a ninja, after all, so no shortcuts (maybe). This game is the first big project from Galope Team, formed by two developers who are passionate about games.














Features

• Five stages: Every stage is split into sub-stages (1-1, 1-2) and there's where you will have your checkpoints: at their very beginning. All of them have unique art, enemies and hazards, and boss fights.
• Infinite lives: There's no life counter, so you can try as many times as you want. On the other hand, you only have 7 energy points, so every damage is dangerous. Be careful!
• Cinematics: The game will have cinematics for a better storytelling, following the NES classic styles. Even simple, the story will have a challenging journey and charming characters.
• Original Soundtrack: Every music in the game (like everything else) is original and will be available for download.
• Classic control style: Back in the days, video-games had just a few buttons. You jump, you attack and toss shurikens. Its all you need!
• Power Ups: In your way to becoming a true ninja you will learn new secret techniques. But to use them you will need to prove your valor!
• Secrets! There are many secrets hidden out there. Can you find them all?
• Steam: Achievements, cards and medals are on the way.
• Cheat codes: If you look hard enough you can find some cheat codes to skip a stage or two. Who knows what else you can find?
• Controller support: Play with your keyboard and mouse or with an Xbox controller. Pretty fancy, huh?
• Extra content: We planned some extra content, but will be always free. A comic is one of them!


Artwork



Made any fanart? Send it to us, we'll love to see it and add to our gallery!


Development Logs

Dev. Log #01 - Cinematic
Dev. Log #02 - Training Stage and Stage 01 Gameplay
Dev. Log #03 - [Stage 01] Boss and Miniboss
Dev. Log #04 - [Stage 02] Part 1
Dev. Log #05 - Comparison Shuriken x Sword
Dev. Log #06 - Beetle Jockey Making-of / Demo removed for now
Dev. Log #07 - Stage 02 Boss and preview from Stage 03
Dev. Log #08 - The Crimson Woods
Dev. Log #09 - The Coyote Hideout
Dev. Log #10 - The Hidden Swamp


All dev logs where being posted on IndieDB, but from now I'll add small updates in this topic to help me keep track of the development.
« Last Edit: October 31, 2017, 06:23:50 PM by GabZero » Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #1 on: September 24, 2017, 08:19:15 AM »

This post will be constantly updated with the links to small dev logs I'll be posting.

Mini Development Logs

Mini-log #01 - Preparing the Store Page on Steam  [sep/23/17]
Mini-log #02 - Designing a hazard for Stage 05: Shaky  [sep/24/17]
Mini-log #03 - Animating the Stage 05 plant enemy: Whipper  [sep/25/17]
Mini-log #04 - Whipper animations complete  [sep/26/17]
Mini-log #05 - Store page on Steam goes LIVE! + New enemy animations complete  [sep/28/17]
Mini-log #06 - Remade projectiles and new enemy from Stage 05  [sep/30/17]
Mini-log #07 - Stage 05 new enemy + some gameplay gifs [oct/04/17]
Mini-log #08 - Creating the Shock-vines [oct/05/17]
Mini-log #09 - "Moss" enemy working, temple tileset on the way [oct/12/17]
Mini-log #10 - Water gate, light source and BG complete [oct/14/17]
Mini-log #11 - Hidden Swamp design process + Discord Server [oct/29/17]
Mini-log #12 - Stage Clear arts complete [nov/14/17]
Mini-log #13 - Added Bestiary, Gallery and Collectibles [Nov/19/17]
Mini-log #14 - Added treasure chests and gems + New Bestiary design [Nov/23/17]
Mini-log #15 - Gems updated + Logo Rework + Main Theme available [Nov/24/17]
Mini-log #16 - Market and Main Menu Background in development [Dec/04/17]
Mini-log #17 - Menu Backgrounds + Archives [Dec/08/17]
[SPOILERS] Mini-log #18 - All backgrounds complete + Boss preview [Dec/10/17]
Mini-log #19 - Small updates and fixes [Dec/16/17]
Mini-log #20 - Retro Filters added to the game [Dec/28/17]
Mini-log #21 - Training Stage Remake [Jan/03/18]
Mini-log #22 - Cave Worm death animation remake [Jan/11/18]
Mini-log #23 - Light floor + Archives WIP [Jan/12/18]
Mini-log #24 - Archives WIP part 2 [Jan/12/18]
Mini-log #25 - Archives WIP part 3 [Mar/10/18]
Mini-log #26 - Archives WIP part 4 [Mar/12/18]
« Last Edit: March 13, 2018, 05:21:02 PM by GabZero » Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #2 on: September 24, 2017, 08:21:05 AM »

Mini-log #01 - Preparing the Store Page on Steam  [sep/23/17]

I spent all day filling all the requirements on Steamworks and finally sent it to review. It'll take 2 to 3 business day according to Steam. Since I already had filled my tax information and signed Valve contract a couple months ago, all I had to do was:

Quote
  • Review game description, like, tons of times. I had to simplify it, resume as it best;
  • Create store images: header, capsules, community icons, etc etc... In the case of icons, it asked for an ico file for Windows, a special one for Mac and a zip png pack for Linux. Luckily I just had to make a 96x96 png file and used a website for conversion: https://iconverticons.com/online/#
  • Upload trailer, images (you can't use external links);
  • System requirements (already made it way back, just review now);
  • Set price and a release discount (optional). The good part is that you can set an initial price in USD and then Steam suggests a value for all the other currencies. Still, you can modify each one if you like to. As an example, I set 3,99USD what would be around 12 BRL but I changed it to 8 BRL for this special case.
  • And fill other lots of small info.
.
.
Store page preview:



The images are placeholders and will be updated before the final release.
« Last Edit: October 29, 2017, 05:07:46 PM by GabZero » Logged

dspencer
Level 3
***


View Profile WWW
« Reply #3 on: September 24, 2017, 02:52:36 PM »

Holy crap that pixel art is charming. I'm super into this
Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #4 on: September 24, 2017, 05:25:17 PM »

Holy crap that pixel art is charming. I'm super into this

Thanks a lot, dspencer! I'm really happy you liked it <3
Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #5 on: September 24, 2017, 10:30:35 PM »

Mini-log #02 - Designing a hazard for Stage 05: Shaky  [sep/24/17]

Today I created and animated a hazard for Stage 5: Secret Swamp. All the enemies on this stage will be plant-like. The idea from this particular hazard was just a plant with thorns that can hurt the player. At first, I tried something like twisted branches, but at the end, I decided for a single tentacle-like idea and tried some colors:



I ended up with the third option since it created a better contrast with the background. I created a simple 11 frames idle animation where it just moves a little bit, and a 4 frames animation of it on fire since the player can burn it. We call it Shaky because the initial idea was for it to really shake all the time.

« Last Edit: September 30, 2017, 06:50:35 PM by GabZero » Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #6 on: September 25, 2017, 10:31:02 PM »

Mini-log #03 - Animating the Stage 05 plant enemy: Whipper  [sep/25/17]

This particular enemy is inspired by a similar plant from the movie Quest for Camelot, a Warner Bros animated movie released in 1998. It was one of my favorite as a kid. Like in the movie, this enemy will not move and will try to hit you if you get too close. It was fun to animate, took around 3 hours for the idle animation + designing. Like before, I played with some colors and ended up with the original idea using pink/purple. The orange was chosen as a good contrast to the "head" since it's what the enemy will use to "punch" the player. The name Whipper should be changed to Puncher, but at first it was supposed to do a whip attack.






That's all I worked on today. Also, I made a research about some alternatives to Steam for selling indie games. Meawja will be available first on Steam, but I'd like to have some other options. I found those websites, any suggestion/opinion is welcome:

https://itch.io/

https://www.gog.com/

https://www.indiegogo.com/

https://www.nuuvem.com/

https://www.humblebundle.com/
« Last Edit: September 30, 2017, 06:50:25 PM by GabZero » Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #7 on: September 26, 2017, 10:14:22 PM »

Mini-log #04 - Whipper animations complete  [sep/26/17]

This took way longer than I expected. Animating the idle pose with 8 frames (added 1 extra) took me around 3 hours yesterday. Today, the punch animation took 5 hours. I'm happy with the result but I feel really exhausted.

At least this enemy is complete. Now it's up to my husband to add it in-game and make it work.



Inspired on a plant-like enemy from the movie Quest for Camelot: https://youtu.be/pHDkmINbefQ?t=2m4s
« Last Edit: September 30, 2017, 06:50:15 PM by GabZero » Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #8 on: September 28, 2017, 09:22:55 PM »

Mini-log #05 - Store page on Steam goes LIVE! + New enemy animations complete  [sep/28/17]


We're happy to announce that the game is finally on Steam Store! Still coming soon, but you can already add it to your wishlist and post in the community.

http://store.steampowered.com/app/679910/Meawja/


Store page available in English, Brazilian Portuguese, Spanish and Russian.

--------------

Yesterday and today I worked on the next enemy from Stage 05: Spitter. It's a plant that will be always on the top and will shot seeds against the player. We're still deciding if the shots will follow the player or not, need some testing once it's in the game.

Some color tests. I did not try many variations because I wanted it to be purple from the start.



And the final result:




Only a few more enemies to go. This stage is supposed to be the hardest since it's the last one.
« Last Edit: September 30, 2017, 06:50:05 PM by GabZero » Logged

PsycheMac
Level 1
*



View Profile WWW
« Reply #9 on: September 28, 2017, 10:20:17 PM »

I really like the look of this game. It gives a modern super nintendo feel. One personal critique I have is that the bosses seem to be a bit bland in their details compared to the rest of the game. The environments especially tend to exhibit more detail than the bosses and my eye is distracted away from the boss. Gameplay-wise this can tend to be a problem subconsciously.
Logged



Twitter: @PsycheMac
GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #10 on: September 29, 2017, 09:53:30 AM »

I really like the look of this game. It gives a modern super nintendo feel. One personal critique I have is that the bosses seem to be a bit bland in their details compared to the rest of the game. The environments especially tend to exhibit more detail than the bosses and my eye is distracted away from the boss. Gameplay-wise this can tend to be a problem subconsciously.

Thank you very much for your reply! It's the first time I get a feedback about those details, I never realized that. I have designed the bosses and minibosses to have a totally distinct color palette from the background in order to emphasize them, but was not aware that too many details on the BG could cause conflict as well. Can you show wich bosses have you found this problem? Or it's all of them?
Logged

The Armorman
Level 1
*



View Profile
« Reply #11 on: September 29, 2017, 09:56:18 AM »

This is a hot game. I wanna show up on your games doorstep and say "I'm here to pick up Meawja" and take your game out to the ballpark and enjoy a Dodger (tm) Brand Hotdog, Prices at 10.75 to not cause a hot-dog shortage and enjoy it while enjoying an American pastime. Those animations remind me of a passionate lover slicking down my body with some lotion and giving me a sensuous, smooth back massage.
Logged

BELOW FOR GOGNIOS

ABOVE, FOR GOGNIOS
GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #12 on: September 29, 2017, 10:09:48 AM »

This is a hot game. I wanna show up on your games doorstep and say "I'm here to pick up Meawja" and take your game out to the ballpark and enjoy a Dodger (tm) Brand Hotdog, Prices at 10.75 to not cause a hot-dog shortage and enjoy it while enjoying an American pastime. Those animations remind me of a passionate lover slicking down my body with some lotion and giving me a sensuous, smooth back massage.

Hahaha omg, thank you. I want to put this comment on a frame now LOL.
<3
Logged

PsycheMac
Level 1
*



View Profile WWW
« Reply #13 on: September 29, 2017, 05:14:52 PM »

Thank you very much for your reply! It's the first time I get a feedback about those details, I never realized that. I have designed the bosses and minibosses to have a totally distinct color palette from the background in order to emphasize them, but was not aware that too many details on the BG could cause conflict as well. Can you show wich bosses have you found this problem? Or it's all of them?

The color palettes are very different but the contrast in the background can tend to drown it out. The ones that I feel especially had this problem were the angler fish boss and the moose ghost boss. The backgrounds in those scenes pop a lot more than the bosses do.

The ant/termite boss, bird boss, and golem seem to suffer the least from this problem. In the first two the brick background is less offending and in the golem boss its just black.

It may just be me. I think the one that needs the most work is the moose ghost.
« Last Edit: September 29, 2017, 05:24:07 PM by PsycheMac » Logged



Twitter: @PsycheMac
GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #14 on: September 30, 2017, 09:07:30 AM »


The color palettes are very different but the contrast in the background can tend to drown it out. The ones that I feel especially had this problem were the angler fish boss and the moose ghost boss. The backgrounds in those scenes pop a lot more than the bosses do.

The ant/termite boss, bird boss, and golem seem to suffer the least from this problem. In the first two the brick background is less offending and in the golem boss its just black.

It may just be me. I think the one that needs the most work is the moose ghost.


Thank you a lot for this feedback! I noticed that maybe the main problem with the angler fish boss (we call it the Worm) is that there's a light right behind it. I'll try to move that and see if this improves the contrast. About the moose, I agree with you, I'm just not sure about how to fix it properly. I'll discuss this with the team and see if we can find a solution. Again, thank you for sharing this point of view, It's the first time someone points those details.
Logged

GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #15 on: September 30, 2017, 06:48:57 PM »

Mini-log #06 - Remade projectiles and new enemy from Stage 05  [sep/30/17]

I had not much free time to work on the project today, so just adjusted the projectile shot by Spitter. After some tries (and fails), we decided for a bright-style projectile that will follow the player. Also, I had time to make a simple enemy: Wanderer.

It's an insect-like that just do what the name says: wander around the screen. It does not attack, but hurt the player on touch and it's kinda annoying to kill, so you'll probably want to avoid it. It's planned to be used in narrow spaces, especially on the second part of this map.



I had a bad time animating this, tried 4-6 frames but all of them looked clumsy and unpleasant to watch. So I just decided to make a 2-frame loop. Sometimes all you need is that.
Logged

PsySal
Level 8
***


Yaay!


View Profile WWW
« Reply #16 on: September 30, 2017, 09:20:25 PM »

This looks amazing and that is a very awesome trailer! Best wishes and following along Smiley
Logged
GabZero
Level 0
**


Keep moving forward


View Profile WWW
« Reply #17 on: October 01, 2017, 08:53:40 AM »

This looks amazing and that is a very awesome trailer! Best wishes and following along Smiley

Thank you very much! <3
Logged

foofter
Level 4
****


MAKE THAT GARDEN GROW


View Profile WWW
« Reply #18 on: October 01, 2017, 11:08:22 AM »

Meawja! I don't usually go for cats, but I like the name and I LOVE the luscious smooth animations, especially on the big boss monsters.  Gentleman
Logged


@_monstergarden (game) and @williamzwood (me)
See Monster Garden progress here: https://forums.tigsource.com/index.php?topic=56012.0
filbs111
Level 0
**


View Profile
« Reply #19 on: October 01, 2017, 03:31:00 PM »

Player character's sprite looks great, and a bit like Zool for the Amiga.
Logged
Pages: [1] 2 3
Print
Jump to:  

Theme orange-lt created by panic