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1404747 Posts in 68420 Topics- by 62080 Members - Latest Member: sillyrabbit

February 07, 2023, 04:40:19 AM

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TIGSource ForumsCommunityDevLogsFlesh (shmup)
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Author Topic: Flesh (shmup)  (Read 10451 times)
oab
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« Reply #40 on: May 25, 2022, 01:58:04 AM »


This week's minor update:

- add squeezing animation to the enemy when it takes damage.
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oab
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« Reply #41 on: July 08, 2022, 01:22:41 AM »


This week's update:

- new background assets for the 3rd area.
- new enemy assets for the 3rd area.
- hired a composer for the game's music. it will be electro-house style.
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QOG
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« Reply #42 on: July 09, 2022, 12:23:20 PM »

Really liking the art style here.
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oab
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« Reply #43 on: July 30, 2022, 03:35:48 AM »


This week's update:
- The game has BGM. listen here
- support global ranking using `steam's leaderboard`.
- enemy waves placement for 3rd area.
- rework on menu UI.
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oab
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« Reply #44 on: August 05, 2022, 02:54:30 PM »


The demo is available for playing.

This demo includes global ranking via `Steam leaderboard.`
Any feedbacks are welcome, and Please wishlist my game. Smiley

https://store.steampowered.com/app/1660850/Flesh/
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Alain
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« Reply #45 on: August 07, 2022, 07:30:45 AM »

Cool, congratulations for the demo launch!
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oab
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« Reply #46 on: August 30, 2022, 08:30:20 PM »


This week's update:
- Add bullet shadow to improve the contrast between bullet and background.
- Add an option to adjust the strength of the bullet contrast.
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oab
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« Reply #47 on: September 10, 2022, 03:08:25 PM »


This week's update:
- Finish making the 5th boss. 3 more to go.
- Add pause frames when the boss transforms to the second phase.
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« Reply #48 on: September 13, 2022, 08:19:27 AM »

 Addicted
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oab
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« Reply #49 on: September 28, 2022, 04:19:40 PM »


This week's update
- rework on the 3rd boss.
- finished implementing all-new enemy types on the 4th area except for the bosses.
- added level selection on the main menu.
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Schrompf
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« Reply #50 on: October 05, 2022, 12:36:41 AM »

An enemy that moves faster when being hit... that's a nice idea! Finally a reason to not hold the fire button start-to-end :-)
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« Reply #51 on: October 06, 2022, 05:16:21 AM »

Heyho, quick feedback:
- for me, difficulty is a bit too harsh, could not get to the first boss. Sometimes there are is just a wall of bullets.
- I like how the little human in the ship indicates your hit box
- coins are a too big and much, distracting you from the rest of the game
- in the same notion, while the background music is nice, the coin sound pretty much overshadows that all with not enough variation.
- Pretty great art and animation! Really like that, even though I can hardly appreciate it, because I have to react to dodge all the time : D
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oab
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« Reply #52 on: October 06, 2022, 01:32:07 PM »

Heyho, quick feedback:
- for me, difficulty is a bit too harsh, could not get to the first boss. Sometimes there are is just a wall of bullets.
- I like how the little human in the ship indicates your hit box
- coins are a too big and much, distracting you from the rest of the game
- in the same notion, while the background music is nice, the coin sound pretty much overshadows that all with not enough variation.
- Pretty great art and animation! Really like that, even though I can hardly appreciate it, because I have to react to dodge all the time : D

Thanks for the feedback. I plan to rework on the coins size/sfx for the full version.

Also, I have questions about the difficulty.
- Have you used the special weapon to clear the bullets?
- Does the number of bullets too much compare to the increased rate for the special weapon?
- Does the game make you feel that you have to kill the enemy as fast as possible when it appears on the screen?
- Does the game lack information about how to play?

I design the game so that the enemy has to stay on the screen for a while before firing bullets, and the player has time to kill them before it starts firing bullets.
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KorbohneD
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« Reply #53 on: October 07, 2022, 10:05:21 AM »

Thanks for the feedback. I plan to rework on the coins size/sfx for the full version.

Also, I have questions about the difficulty.
- Have you used the special weapon to clear the bullets?
- Does the number of bullets too much compare to the increased rate for the special weapon?
- Does the game make you feel that you have to kill the enemy as fast as possible when it appears on the screen?
- Does the game lack information about how to play?

I design the game so that the enemy has to stay on the screen for a while before firing bullets, and the player has time to kill them before it starts firing bullets.

1 & 2. Uhm, no. Completely forgot about that : D
To be honest, I am normaly not a shmup player
3. I guess so, yes, as if I don't, then there will be too much bullets
4. No. Worked for me : D
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oab
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« Reply #54 on: December 06, 2022, 03:40:57 PM »


Minor update while I am working on the three remaining bosses. Also, I am terrible at the estimated time. I planned to finish 6th boss in one week, but it took me six weeks instead.

- change player bullet colour
- add trail particle on player bullet
- add SFX.
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oab
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« Reply #55 on: January 06, 2023, 06:04:18 PM »



Minor update:
- Improve blood splash particles. It will spawn more with random patterns.
- Postpone release date to Q1, 2023.
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oab
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« Reply #56 on: January 21, 2023, 10:24:59 PM »


Minor update:
- Redrawn background for the first area to match the style with other areas.
- Adjust player UI to make it easy to identify between the health bar and the special weapon bar.
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