Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411490 Posts in 69371 Topics- by 58428 Members - Latest Member: shelton786

April 25, 2024, 12:57:21 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogs"Air Traffic" - Side Scrolling Shooter
Pages: 1 2 [3] 4 5 ... 9
Print
Author Topic: "Air Traffic" - Side Scrolling Shooter  (Read 16767 times)
JobLeonard
Level 10
*****



View Profile
« Reply #40 on: August 24, 2020, 03:05:31 AM »

I can hear this screenshot
Logged
retrophilion
Level 1
*



View Profile
« Reply #41 on: August 24, 2020, 09:56:56 AM »

Logged
retrophilion
Level 1
*



View Profile
« Reply #42 on: August 25, 2020, 08:08:03 AM »

....So definitely need to take a look at tessellation for the waves, more/different particles and more polish to the animation.



Logged
JobLeonard
Level 10
*****



View Profile
« Reply #43 on: August 25, 2020, 08:33:08 AM »

I can hear Zoidberg going "whoopwhoopwhoop!" at the start of that gif
Logged
retrophilion
Level 1
*



View Profile
« Reply #44 on: August 25, 2020, 08:50:12 AM »

I can hear Zoidberg going "whoopwhoopwhoop!" at the start of that gif

hahahah don't encourage me!
Logged
JobLeonard
Level 10
*****



View Profile
« Reply #45 on: August 25, 2020, 11:45:38 AM »

Sorry, couldn't hear you, was too busy going

Logged
retrophilion
Level 1
*



View Profile
« Reply #46 on: August 26, 2020, 10:44:07 AM »


Gave the "Fish-Fish" an extra weapon.


Little bit rabid swim cycle...


Need some splash particles on that bad boy.


« Last Edit: August 26, 2020, 12:29:52 PM by retrophilion » Logged
JobLeonard
Level 10
*****



View Profile
« Reply #47 on: August 26, 2020, 02:16:23 PM »

Little bit rabid swim cycle...
YASSSS

It's like Zoidberg and Dopefish had a robo-baby!
Logged
retrophilion
Level 1
*



View Profile
« Reply #48 on: August 26, 2020, 02:35:17 PM »

...ya know I could put a carrot in it's mouth.
Logged
Schrompf
Level 9
****

C++ professional, game dev sparetime


View Profile WWW
« Reply #49 on: August 26, 2020, 10:31:46 PM »

This looks ridiculously funny. I love it. Not sure about this "two depths mode", though. I always find myself quickly annoyed by shmups trying to derail from the shooting. But I guess that's just me.
Logged

Snake World, multiplayer worm eats stuff and grows DevLog
retrophilion
Level 1
*



View Profile
« Reply #50 on: August 27, 2020, 12:07:41 AM »

This looks ridiculously funny. I love it. Not sure about this "two depths mode", though. I always find myself quickly annoyed by shmups trying to derail from the shooting. But I guess that's just me.

Yes, two lanes is going to be tricky, but we'll see what the feedback is like when the demo is released in 2034. 
Logged
JobLeonard
Level 10
*****



View Profile
« Reply #51 on: August 27, 2020, 12:21:15 AM »

I think the tricky thing with two lanes is that you have to divide your visual attention in a way that is really hard.

To give a point of comparison, Ikaruga has two polarities which is a comparable mechanic but avoids that problem because there is only one "plane" to view



Logged
retrophilion
Level 1
*



View Profile
« Reply #52 on: August 27, 2020, 12:28:15 AM »

I think the tricky thing with two lanes is that you have to divide your visual attention in a way that is really hard.

To give a point of comparison, Ikaruga has two polarities which is a comparable mechanic but avoids that problem because there is only one "plane" to view





Yes, that was some beautiful thinking laced with hope.  I'm sure it can be done, just need to not boggle the player with a few tricks.
Logged
JobLeonard
Level 10
*****



View Profile
« Reply #53 on: August 27, 2020, 12:29:50 AM »

You can do it! Hand Thumbs Up Left
Logged
retrophilion
Level 1
*



View Profile
« Reply #54 on: August 27, 2020, 03:25:20 AM »

Change metallic values on shifting in and out of lane...Going to apply this to all objects or something to a similar effect....



Fin receiving damage...



Just incase you are here for the music...



« Last Edit: August 27, 2020, 05:27:09 AM by retrophilion » Logged
retrophilion
Level 1
*



View Profile
« Reply #55 on: August 30, 2020, 07:41:27 AM »

Widened the gap between 'near' and 'far'.

'near' enemies will blend into a transparent material when the player is in the 'far' lane.

Player and enemies have shadows to help ground them.

Going to continue to tinker with these properties whilst adding more to the level.  Might need to start working on the art sooner than imagined to see how the blend between the two lanes work.


« Last Edit: August 31, 2020, 04:17:27 AM by retrophilion » Logged
protokoll-studio
Guest
« Reply #56 on: August 30, 2020, 09:26:52 AM »

It's really funny to see your posts. Nice prototype haha. Keep it up dude. The style is really nice Smiley
Logged
retrophilion
Level 1
*



View Profile
« Reply #57 on: August 30, 2020, 09:31:48 AM »

It's really funny to see your posts. Nice prototype haha. Keep it up dude. The style is really nice Smiley

phanks :B
Logged
retrophilion
Level 1
*



View Profile
« Reply #58 on: September 01, 2020, 10:06:12 AM »

cray cray enemy overload.

gonna look at some transition effects next...



Logged
JobLeonard
Level 10
*****



View Profile
« Reply #59 on: September 01, 2020, 12:14:18 PM »

Looks good, is the different lighting a debug thing or a new art direction?
Logged
Pages: 1 2 [3] 4 5 ... 9
Print
Jump to:  

Theme orange-lt created by panic