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TIGSource ForumsCommunityDevLogs[2d Action Platformer ] Golden Guard Era
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Author Topic: [2d Action Platformer ] Golden Guard Era  (Read 6111 times)
airman4
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« on: January 07, 2019, 02:53:39 PM »

GOLDEN GUARD ERA






I'm testing jump with Chris wright's code 2016 demo on unity.
Visuals are not finals.


Golden Guard Era is a 2d action Platformer i worked on since 2014 i'd say
There is way more to say about this especially the chaotic development (not done yet ) but for now i'd be kind of vague on it.
In any case, my previous coder wich was a crazy guy is threatening to release a game on his own using my works (art, animation, name of the game, probably story etc )
If you see something close to it online somewhere, dont flag it away, first tell me here or by MP.
You dont have to look around too, but if you accidentally see something similar posted somewhere, dont hesitate.
I didnt gave him my art and the right to use it , so it's stolen work, also the new build game wont have any of his code so i did my part.
Thanks.


Game Features :

2d action-platforming with an emphasis on exploration
You gather elements to open a "door" (its female statues actually ) and move on
The game system is kind of unconventionnal why ? I'll explain soon
There will be combos attacks
You can throw your weapon forsome cool gameplay there (more soon )
The underworld we visits is varied and mysterious, the visuals can be surreal at times.
More to come

I worked recently the game's eula and posted it on the steam page (infos about it later )

Currently core development (code ) is on pause.




Position for possible Coder to help me make this game a reality :
https://forums.tigsource.com/index.php?topic=66427.0
« Last Edit: January 10, 2019, 06:17:56 AM by airman4 » Logged

JobLeonard
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« Reply #1 on: January 08, 2019, 12:09:17 AM »

Aaaaan following! Cheesy

Quote
so i did my part.



So, not saying you should remove the combat (good combat mechanics are niiiice), but personally I'm way more interested in innovations in the exploration bit of metroidvanias. Maybe because it's under-explored, or because of this blog from a few years ago:

https://www.gamasutra.com/blogs/SRHoliwell/20150130/235329/A_Maze_of_Murderscapes_Metroid_II.php

I think Waking Mars almost counts as a combat-free metroidvania, for example:

http://www.wakingmars.com/

Hope development will resume soon!
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airman4
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« Reply #2 on: January 08, 2019, 01:43:38 AM »


Holy shit

Quote
So, not saying you should remove the combat (good combat mechanics are niiiice), but personally I'm way more interested in innovations in the exploration bit of metroidvanias. Maybe because it's under-explored, or because of this blog from a few years ago:
Why i said the game have something unique in the game system its cause when i explain it to my co-workers they dont necesseraly get at first glance or even they ask questions about it.
Maybe it wont be viewed as unique and it doesnt matter, this game is not that ambitious anyway

i dont know if it will be innovative or no.
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beetleking22
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« Reply #3 on: January 08, 2019, 03:28:32 AM »

I really like the African style aesthetic. Looks so unique.
« Last Edit: January 08, 2019, 03:48:07 AM by beetleking22 » Logged
airman4
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« Reply #4 on: January 08, 2019, 07:11:04 AM »

I really like the African style aesthetic. Looks so unique.

Thanks to you !



Here i was testing Attack hit 1
There would be more attacks and of course  big combos (6/10 hits or even more )
I'll try to put it good stuff in this aera


That gif is the TWO hit combos With vertical attacks

Horizntal attacks are weaker but will make the character moving on forward (its circular moves for the most )

« Last Edit: January 08, 2019, 07:37:05 AM by airman4 » Logged

JobLeonard
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« Reply #5 on: January 08, 2019, 08:49:18 AM »

I really like the African style aesthetic. Looks so unique.
And yet also kind of retro-nineties. Love it too
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airman4
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« Reply #6 on: January 09, 2019, 04:52:35 PM »


Mockup animation, Hero hit by an ennemy

That speed animation is a bit fast, anyway it's a mockup animation, i generally use those to show the coder how to create the combat movement in the programm.
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airman4
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« Reply #7 on: January 10, 2019, 12:58:59 PM »

Quick Update
The coder role for the game is re-opened since the previous one was fired.
https://forums.tigsource.com/index.php?topic=66427.0

BANDELE is the new name of the hero

https://www.dropbox.com/s/s7fhxaf8r7ohg1s/BANDELE.jpg?dl=0

This pic is not really art but nvmind


The character wich is trapped inside the red fire weapon he holds will be revealed after
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airman4
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« Reply #8 on: January 26, 2019, 10:23:10 AM »

I was finishing an art asset pack some days ago "JUNK HEAVEN"
https://airman4.itch.io/junk-heaven-pack

I will give some quick update for Golden guard era today if i can with some news about it and all !
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airman4
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« Reply #9 on: January 30, 2019, 07:35:26 AM »





Here we go !
First video of that devlog
Took me days to reach that gameplay quality, still a lot of work to be left
I'll do the game myself for now

>So far
Basic attack seems ok, and can be spammed easily
I'll try to allow faster spamming if possible
Groundpound is here
Air jump animation is there but no specific animation
Slide against wall is there but no specific animation
Reload for death in pit is there
Screen effects are not really fully worked

Stuff to do quick after
Improve animation by adding in between animations
Adding more attacks (i wont show them, i think even showing groundpound attack is too much )

The video have a crate wich reacts to the slash attack, still a lot of work to be done !


I'm hesitant but i think i'll make the game with two button attacks
But that would be a three buttons or four buttons overall

I need to think about it

Also tell me already your thoughts ( the hero would be speed up i think, too slow no ? )

« Last Edit: January 30, 2019, 07:44:59 AM by airman4 » Logged

airman4
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« Reply #10 on: February 08, 2019, 10:50:27 AM »

Map buttons for now


Counter would be Block button, you press he goes on block, you release it stopps, you stay on press block, he goes back automatically
I think block would stop the movement and make him not mobile during that time

The super attack could be another button i dunno or charging attack long time.
« Last Edit: February 08, 2019, 11:00:19 AM by airman4 » Logged

airman4
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« Reply #11 on: February 18, 2019, 03:06:45 PM »

Update
Worked the attacks of the hero
Not done yet but good improvement !


-Running button is gone, Dash is working and would do for it (if you dash long , it turns into a running move )
-Landing animations are done but need to be tweaked again
-Some Air Jump animations are missing
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JobLeonard
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« Reply #12 on: February 18, 2019, 03:13:10 PM »

I love the freezing in mid-air effect
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airman4
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« Reply #13 on: February 18, 2019, 03:18:00 PM »

Thx Jleonard !
Yeah also the air attack is a placeholder Facepalm
But good , i have to animate one properly now xd
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airman4
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« Reply #14 on: February 19, 2019, 05:03:46 AM »

New gif


When you dash you can and attack and jump afterwards (didnt knew until i accidently did it lol )
But thats cool, if i can cancel move with another ones , that would be please skilled players Evil
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JobLeonard
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« Reply #15 on: February 19, 2019, 06:57:59 AM »

Isn't that one of those famous bugs-that-became-a-gameplay-feature in fighting games?
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airman4
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« Reply #16 on: February 19, 2019, 07:09:54 AM »

AHAHA
Kind of

But i'll check this later so it doesnt become a mess when you mash buttons
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JobLeonard
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« Reply #17 on: February 19, 2019, 01:32:00 PM »

No but seriously, didn't the Street Figher combo system kind of start this way?
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airman4
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« Reply #18 on: February 19, 2019, 01:48:42 PM »

Yeah ,thats it
You can see more here in this article
http://ringsandcoins.com/retrovision-street-fighter-ii-bug-that-changed-gaming-forever/

Quote
In truth, the first time that a combo system was considered during the development, came when producer Noritaka Funamizu noticed a bug with the car-smashing bonus stage. Here he noticed that it was possible to get in two punches that would be treated as the same attack, in essence creating a combo. It was then later discovered that this could be pulled off with other moves, and in mid battle.

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airman4
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« Reply #19 on: February 23, 2019, 11:48:41 AM »

Update for #screenshotsaturday


I manage to add aerial dash ! And aerial dash attack ! Very Happy about this, very useful for my other videos game projects
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