• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

Status
Not open for further replies.

Bollocks

Member
Need a little help with 3D cameras/viewport/fov, all that jazz

So I'm using UE4 and have a scene like this:
024.jpg

Camera is static.
Now what I want is that when the player moves outside the left or right screen bound he should reappear on the other side.
I'm having a hard time figuring out the math to do this since I want a dynamic solution and not hardcode the coordinates to a specific setup.
 
My implementation of the jump buffering thing probably isn't noticeable to the player. I know I've played some games in the past where it felt like I jumped from input buffering when I hadn't meant to, but maybe I was mistaken about the timing when I experienced it. In any case, this is mostly an artifact of the input storage system I'm using. Buttons log the number of frames they've been held for rather than merely whether they're pressed or not, so I just have to check if the jump button is pressed but has been pressed for less than X frames, rather than storing a separate isBuffered flag.

But then doesn't the timing of the controls become dependant on the frame rate...?
 
Need a little help with 3D cameras/viewport/fov, all that jazz

So I'm using UE4 and have a scene like this:
024.jpg

Camera is static.
Now what I want is that when the player moves outside the left or right screen bound he should reappear on the other side.
I'm having a hard time figuring out the math to do this since I want a dynamic solution and not hardcode the coordinates to a specific setup.

I haven't used UE4, but it should be as simple as checking the player's X axis position against the width of the viewport.

Basically, if the player is past the full width of the viewport, you'd wrap to zero (assuming that 0 is the left-hand side of the screen). If the player's position is past viewport 0, you'd wrap to the full viewport width to reposition on the right.

The only tricky part would be converting world coordinates to viewport coordinates, assuming that UE4's viewport equivalent isn't already mapped to something compatible with world coordinates.

Someone with more UE4 experience should be able to give some more precise tips, but maybe this will help get you started?
 
I have GameMaker Pro. It's... I just think I need a new computer. Nothing runs well on my current one.

I had a vertical scrolling sky?

Pro meaning 8.1 or less? GM:Studio projects run significantly better.

I like having a computer that runs well enough to have a YouTube video on one screen, the game I'm working on in the main screen, and huge PhotoShop files open in the background. It's pretty rare that my computer's strength is concentrated on one thing at a time.
 
Pro meaning 8.1 or less? GM:Studio projects run significantly better.

I like having a computer that runs well enough to have a YouTube video on one screen, the game I'm working on in the main screen, and huge PhotoShop files open in the background. It's pretty rare that my computer's strength is concentrated on one thing at a time.

I need a new computer. I never really put this one together right and it has had power/battery issues its entire life. I can't even run small shit like Dungeons of Dredmore anymore without the PSU fan going off (its 1050 watts).
 
Well, good sunday everyone! An update after several weeks of silence! Been too busy with my day job, trying not to get fired and all (it's a complicated moment for the country, with elections and a very somber future with another devaluing of the currency coming next year... "No matters who wins, we lose") so I focused on editing and writing.



The artist has finished coloring and detailing the first of hopefully many event CGs. A second one is coming (perhaps sooner than later) and from there on I'll focus on getting the main cast colored and finished. The BG artist has finally resurfaced and should have sketches for new backgrounds and I'm trying to save up for more music but it won't be easy... (Hence why focusing on keeping the day job since it's paying the bills.)

That CG looks lovely, and I hope everything goes well for you.
 

Pehesse

Member


(random image, 'cause it's been a long time - they're totally not talking about this thread... or are they?)

Just wanted to stop by and send many thanks to SpacePirate Ridley! Thanks to him, today, the efforts to translate Honey officially get off the ground - we'll see how far they go (they have quite a way to go... quiiiiiiite a long way), but at least, they now exist compared to yesterday :-D

SPR: you rock!

So... sometime in the future, Honey in multiple languages? It's more likely than you think! (maybe. Perhaps. Uh, actually, don't bet on it)

---

Also, the closed testing prototype is now in the hands of those that had expressed interest, and so far, no reports of it grinding down computers into dust, which is a start! If some more of you are interested in hacking away at this (still rough and early) version, feel free to ask - or ask those that test it if it's worth hacking away at first, maybe!
 

missile

Member
In case you haven't seen the movie, that's from A Beautiful Mind. It's a very depressing movie, but the main character (in the image) is a crazy mathematical genius. I think in that scene he is looking out the window and seeing patterns that he will form into theorems. :p

Also, with your talk of bringing analog effects into the digital world, you should delve into the world of audio some day, and make some awesome digital amplifiers that still have analog tube sound!
Have seen it. Great movie.

Digital amplifiers with tube characteristics? Of course! :) I'm very
interested doing it, yet I don't know when. I've already spend some time into
the process in understanding how a vacuum tube with its non-linear
characteristic(s) introduces specific higher-order harmonics into the signal
running across it. That's something I want to implement within the software
CRT of mine where the filters are driven by the signal coming out of the
tubes. Hence, tube- wear, capacities, saturation, bias drift etc. will all
have an influence on the video signal. But I don't know yet how accuracy I can
make it in the end, because the computational load will be excessive when
solving a set of coupled non-linear differential equation for the full system,
esp. considering realtime constrains. Hence, some good and fast approximations
are needed to realize these non-linear harmonic distortion effects as
cool as possible on a computer graphics resp. video games scale. Will see.
 

UsagiWare

Neo Member
The reason it happens is that there's only ledge magnetism on the AABB collision, so not any of the slopes or angled collisions. I designed it that way in case I have any sequential slopes that the player can run across, I didn't want it to feel like there are places where the collision gets caught on a little snag or something. But I think I'll just set a flag on the collision so that a few places like this will still have that.

Just wondering but why do the feet have to slide? Is it not possible to keep the feet locked and move the body up/downwards?

...
Also, the closed testing prototype is now in the hands of those that had expressed interest, and so far, no reports of it grinding down computers into dust, which is a start! If some more of you are interested in hacking away at this (still rough and early) version, feel free to ask - or ask those that test it if it's worth hacking away at first, maybe!

Although I never played these kind of games before, I'm interested.
 
Pehesse, that looks great! I'd love to give it a try.

Just wondering but why do the feet have to slide? Is it not possible to keep the feet locked and move the body up and down?

That's worth a try. I don't dislike the feet sliding. To me, it looks like she's shifting her weight as it turns. But adjusting the body should mean less extreme angles, and that will help somewhat.
 

Fox1304

Member
Anybody going to the Game Connection / Paris Games Week events in the next few days ?
I'll be there for the three days myself.
 
Just launched the Greenlight for my game, Lolly Paw Joe! I'm nervous and unbelievably excited! Since my game isn't crowdfunded, this is the first time most people will be hearing about the game.

Do you have a video of the gameplay? I'm curious what that looks like in action.

I know you posted this quite a while back, unfortunately I didn't have any footage of the game yet at the time. It was still at a super early stage. The game had placerholder assets everywhere, and even Joe's running animation was just a placeholder heh :c But hopefully this trailer finally answers your question!
 


(random image, 'cause it's been a long time - they're totally not talking about this thread... or are they?)

Just wanted to stop by and send many thanks to SpacePirate Ridley! Thanks to him, today, the efforts to translate Honey officially get off the ground - we'll see how far they go (they have quite a way to go... quiiiiiiite a long way), but at least, they now exist compared to yesterday :-D

SPR: you rock!


So... sometime in the future, Honey in multiple languages? It's more likely than you think! (maybe. Perhaps. Uh, actually, don't bet on it)

---

Also, the closed testing prototype is now in the hands of those that had expressed interest, and so far, no reports of it grinding down computers into dust, which is a start! If some more of you are interested in hacking away at this (still rough and early) version, feel free to ask - or ask those that test it if it's worth hacking away at first, maybe!

You are going to make me blush lol

I can tell people here that from what Ive played when testing your game, im already loving it.
 

Jobbs

Banned
Having a bit of a design challenge here.

I need to teach people a technique that isn't necessarily obvious when they get the ability that allows it. The multidash move enables people to dash repeatedly in the air as long as they dash through an enemy, so it becomes possible to stay off the ground indefinitely -- Like using a sequence of flying enemies to cross a long chasm. That example would be the more obvious use of the power.

It's also possible to dash back and forth over the same enemy indefinitely (provided you don't fuck up the timing).

InstructiveKeenBass.gif


Originally I was going to leave this as a technique some players may figure out and use to their advantage, but now I'm trying to design specific scenarios that require its use. E.g., the boss causes spikes to erupt from the floor and there's nowhere to stand, so you must use his body to stay off the ground until they're gone. Or maybe one slow enemy or unit crosses a pit or walks over a hazard and the player can "board" it with this technique for safe passage.

That's all well and good, but how do I teach this technique to the player given the minimal style of the game with respect to learning its systems? I don't envision ever having a series of tutorial pop ups suddenly explaining that they need to do this and how to do it. I could throw them into the deep end and see if they figure it out on their own, that's an option, but some may be frustrated by that.
 
Having a bit of a design challenge here.

I need to teach people a technique that isn't necessarily obvious when they get the ability that allows it. The multidash move enables people to dash repeatedly in the air as long as they dash through an enemy, so it becomes possible to stay off the ground indefinitely -- Like using a sequence of flying enemies to cross a long chasm. That example would be the more obvious use of the power.

It's also possible to dash back and forth over the same enemy indefinitely (provided you don't fuck up the timing).

InstructiveKeenBass.gif


Originally I was going to leave this as a technique some players may figure out and use to their advantage, but now I'm trying to design specific scenarios that require its use. E.g., the boss causes spikes to erupt from the floor and there's nowhere to stand, so you must use his body to stay off the ground until they're gone. Or maybe one slow enemy or unit crosses a pit or walks over a hazard and the player can "board" it with this technique for safe passage.

That's all well and good, but how do I teach this technique to the player given the minimal style of the game with respect to learning its systems? I don't envision ever having a series of tutorial pop ups suddenly explaining that they need to do this and how to do it. I could throw them into the deep end and see if they figure it out on their own, that's an option, but some may be frustrated by that.

How minimal is your game? No HUD at all? I was thinking you could have a "locking" system for this ability, then teach players by using a classic non-threatening tutorial.
Minimalism is a bit of a pitfall when it comes to teach player complex (but required) mechanics.
 

soultron

Banned
@ Jobbs: What if you developed a small puzzle around it the introduction of the mechanic? Similar to how Metroid introduces some mechanics and immediately asks the player to use said mechanic to escape a room? This way the player is familiarized with the mechanic inside of a safe space before continuing.

I'd imagine something like the following: The player falls down a point of no return, into a room that's several screens tall -- meaning they cannot leave the room the way they came in. Create several small NPCs (that do not harm the player) that have some specific visual language (say, if the ability changes the colour of the player character) that "stick" to the character now that the player once they get the ability. This "sticky" action should look similar to the way the player character behaves when performing the new ability. Have another non-combat NPC/environmental object moving across a gap (impassable without using the ability, but one they can fall into safely without dying or damaging themselves) that the player must attach to the NPC/environmental object, using the new ability, to cross the gap and get out of the room. The small sticky NPCs get destroyed upon leaving the room.

You could use these NPCs again in boss fights that require the mechanic, if you'd like to get reuse out of the asset and remind the player to recall the lesson they initially learned when acquiring the ability.

Will you have a name/text object appear once the player acquires the ability? The name could be used to suggest/imply the functionality to the player as well.

It's still not the best, but hopefully it provides you with some more ideas. I liked your examples so I worked them into my above suggestion.
 
Matt, maybe some sort of airborne trigger for a gate that has a meter (or similar representation) on it? Some way that you can clearly see it counting from 0 to 3, or 0 to 5, something close to that. It counts up from successive attacks, but gets reset if enough time passes (i.e. the time it takes to land on the ground and jump back up again).
 

Jumplion

Member
Posting it like I said I would; Crappy little Game Jam game I did over the weekend with some buds, but it was some decent fun; http://jumplion.itch.io/12-seconds-of-terror
The theme was "12", which was just a tad too generic to really get anything out of, but the result is interesting enough that I'd like to experiment with it a bit more, doing a more elaborate movement system and attack.
 

Jobbs

Banned
Matt, maybe some sort of airborne trigger for a gate that has a meter (or similar representation) on it? Some way that you can clearly see it counting from 0 to 3, or 0 to 5, something close to that. It counts up from successive attacks, but gets reset if enough time passes (i.e. the time it takes to land on the ground and jump back up again).

I'm not sure how this works from a lore perspective. Why would something be counting up when you dash it? That's always the challenge with this game considering my stubborn approach to lore and non-handholding. I'm aware that you need some degree of video gameness in your video game, hell, mine has a lot, but it's always a conflict.

@ Jobbs: What if you developed a small puzzle around it the introduction of the mechanic? Similar to how Metroid introduces some mechanics and immediately asks the player to use said mechanic to escape a room? This way the player is familiarized with the mechanic inside of a safe space before continuing.

How minimal is your game? No HUD at all? I was thinking you could have a "locking" system for this ability, then teach players by using a classic non-threatening tutorial.
Minimalism is a bit of a pitfall when it comes to teach player complex (but required) mechanics.

I was kind of thinking along the lines of introducing the concept in a safe manner, but even still, it's very hard to explicitly show THIS use of the ability unless you actually design other characters or creatures to demonstrate it for you, which I have mixed feelings about.. The idea of having a small creature dash back and forth on the player I think is actually kind of cute and I've made note of it.

To recap, ordinarily you can never dash twice in the air, only once, and you can only multijump a set number of times -- But with this ability, dashing through an enemy (contacting them while you're dashing) refreshes your dash and also grants you an extra air jump. To me, it feels pretty natural to use this to dash back and forth on the same enemy to stay airborne until the right moment, but experience has taught me that more than likely most users won't immediately notice this. Which is fine, the game has several advanced/hidden moves the player can stumble upon... Except that now I'm in a position where I want to design a boss encounter around this maneuver, so I've just been feeling like maybe some people will have no idea what to do.
 

UsagiWare

Neo Member
Just launched the Greenlight for my game, Lolly Paw Joe! I'm nervous and unbelievably excited! Since my game isn't crowdfunded, this is the first time most people will be hearing about the game.

I know you posted this quite a while back, unfortunately I didn't have any footage of the game yet at the time. It was still at a super early stage. The game had placerholder assets everywhere, and even Joe's running animation was just a placeholder heh :c But hopefully this trailer finally answers your question!

That looks quite interesting, the dog is very cute :) One remark is that the lollypop's motion can be quite sudden/odd looking at some points.


To recap, ordinarily you can never dash twice in the air, only once, and you can only multijump a set number of times -- But with this ability, dashing through an enemy (contacting them while you're dashing) refreshes your dash and also grants you an extra air jump. To me, it feels pretty natural to use this to dash back and forth on the same enemy to stay airborne until the right moment, but experience has taught me that more than likely most users won't immediately notice this. Which is fine, the game has several advanced/hidden moves the player can stumble upon... Except that now I'm in a position where I want to design a boss encounter around this maneuver, so I've just been feeling like maybe some people will have no idea what to do.
To me this ability seems to difficult to figure out on your own without some kind of explanation. Perhaps use a background image which hints the technique while you are forced to use it at least once to continue?
 
The Multi-Air Dash Electric Bugaloo is, in my opinion, a move that needs hand holding to teach. It's so useful but esoteric.

Maybe have an enemy on a very short platform surrounded by fire/lava/whatever kills you. It takes multiple hits to kill but the only way is to dash, and the only safety is your ledge at the beginning of the room. Or better yet, an evolution of the classic DuckTales pogo puzzles on the Moon level.
 
That looks quite interesting, the dog is very cute :) One remark is that the lollypop's motion can be quite sudden/odd looking at some points.

It looks great, I love the art style, setting and the colours you use.

But I can't help but find the double jump animation jarring. Perhaps because it's 'too smooth', there's no acceleration/deceleration on the second jump.

Thank you for the feedback! Animation is admittedly my worst area in game art (as you can tell, haha). I can do it OK enough to get by, but prefer to let someone else do that work for me (3D modeling has always been my primary interest, animation was always just secondary). Unfortunately, being super broke prevents me from hiring anyone for now so I've had to rely on my amateurish animation skills with this game. I should really do some more animation study work soon, because I do see the problems you guys are pointing out.

The double jump animation issue should be easier to fix, as it's just one single animation. The lollipop motion will be more difficult to get right as its a separate prop attached dynamically via code, and its motion is affected by numerous animations, not just one. I clearly have some work ahead of me!
 

Jobbs

Banned
Yo GAFs,

A&B01.jpg


Been playing around with an Action Adventure Prototype. Would love to get a little Feedback on controls and such:

http://www.warsoup.com/files/A&B01.zip

Windows Build, needs an Xbox Controller, Controls are pretty much the same as in Dark Souls. Enjoy :)

It's like Dark Souls, you say? DOWNLOADING

Edit: Okay, checked it out. I like the controls! I kept wanting to tap B to roll, and I also felt like the non-sprinting walk was a bit too slow. That's my main feedback. Feels pretty smooth!
 

Parham

Banned
Are there any resources available online that talk about the best practices of using Unity's realtime GI in 3D interior spaces?
 
Yo GAFs,

A&B01.jpg


Been playing around with an Action Adventure Prototype. Would love to get a little Feedback on controls and such:

http://www.warsoup.com/files/A&B01.zip

Windows Build, needs an Xbox Controller, Controls are pretty much the same as in Dark Souls. Enjoy :)

Heh, I was wondering what you've been up to considering all the threads you've started.

Feels pretty good. I kinda wish the right stick did something. Push the camera a little? Change direction facing while blocking? Maybe.

There was a bit of lag on the shield. All the other inputs seemed to be immediate, so I'm sure it's intentional, but I'm not fond of the current implementation. Maybe if you want there to be some lag, draw the shield arm back a bit instead of doing nothing for a couple frames? That way it looks like it's actually doing something, not just broken.

The cooldown on the run attack seems excessive, but I'm sure that'll get sorted out with balancing different weapons. Though I appreciate the dichotomy and needing to keep players from spamming the best attack.

Regular movement does feel a bit slow to me, but I think that has largely to do with knowing there are no hazards in the map. I'm not checking around corners or being patient or anything, so the walk speed will probably be more appropriate in the game proper. Plus the run speed isn't bad.
 

Jobbs

Banned
Was there anything to do but run around the little area and attack the purple boxes? If there was I missed it.

In any case I think the regular walk is too slow regardless of what the level design is because it just FEELS too slow. You have a range of speed with the analog stick, which is great, but the max speed is just too slow, so any time you're not sprinting it brings a frustrating feeling.
 

thomasmahler

Moon Studios
I hear ya guys.

This is a very small update, but I quickly wanted to address a few things:

http://www.warsoup.com/files/A&B01.zip

There's now a roll (even though it's just a forwards roll and doesn't work nicely when you're targeting an enemy, since it stupidly rolls into the enemy...), I upped the speed by 25% and changed the BlockMask, so it should read a little better.
 
Agreed with Jobbs about the movement speed.

Also, I get a bit of an odd behavior with the 360 controller in that the character seems to run faster when moving diagonally than when moving straight up/down or left/right. It's a bit inconsistent as well, so it doesn't happen every time, but pretty often. I couldn't seem to reproduce the behavior with a PS4 controller. Odd.
 
I hear ya guys.

This is a very small update, but I quickly wanted to address a few things:

http://www.warsoup.com/files/A&B01.zip

There's now a roll (even though it's just a forwards roll and doesn't work nicely when you're targeting an enemy, since it stupidly rolls into the enemy...), I upped the speed by 25% and changed the BlockMask, so it should read a little better.

Interesting. The blocking is definitely better. I'm not convinced the new walk speed is superior, but it's not bad.

The leg animations when locked on to an enemy don't look right. You can moonwalk backwards, for example. Though I'm sure you'll get around to animating those extra directions and blending them eventually.

Speaking of running, the roll added a lot of lag to the startup. At a guess, you wait for a few frames to see if the roll button is released before triggering the run? Would it be possible to converge the start of the run and roll animation somewhat, so that either way something happens immediately? So basically it would immediately go into the run animation, which might now start with the body a little lower than at present. If the run button is released before whatever threshold you like, it blends into the proper roll animation. Otherwise just keep running.

Oh, also movement should stop somewhat at the end of the roll move, or the animation should start running sooner.
 

Odrion

Banned
Well uh, hi guys. So a close friend got big into Clickteam Fusion last year, and as a result I got pulled into it too but only at a very, very, very casual and dumb extent. But after playing The Beginner's Guide I got inspired and decided to try and be more serious and learn something.

So I'm learning how to build a platformer out of some "fastloops" extension with CTF, and it's about day 5 and everything's starting to click with me, like I'm less needing to look up information and now theorizing it out and testing the code. I followed a tutorial to get basic collision and jumping down but I figured out how to make a boomerang (and getting it to pick up keys), I got a door system working, I got some primitive AI that can hop and run in the environment and I even made a snazzy Sonic style level intro (I need to refigure out how to make gifs to show that off though.)

So uh, I feel pretty cool right now!

JJJy4Xk.png
cIGnb7h.png
piLTUqi.png
 

gooey

Neo Member
Yo GAFs,

A&B01.jpg


Been playing around with an Action Adventure Prototype. Would love to get a little Feedback on controls and such:

http://www.warsoup.com/files/A&B01.zip

Windows Build, needs an Xbox Controller, Controls are pretty much the same as in Dark Souls. Enjoy :)

Will check this out when I get home.
Like me some souls as much as the next nerd.

Haven't had any time to work on my own stuff between actual work and helping a friend with his game.
So it's fun to keep up with what everyone is doing.

Anyways... back to lurkin'.
 
I was kind of thinking along the lines of introducing the concept in a safe manner, but even still, it's very hard to explicitly show THIS use of the ability unless you actually design other characters or creatures to demonstrate it for you, which I have mixed feelings about.. The idea of having a small creature dash back and forth on the player I think is actually kind of cute and I've made note of it.

That's actually probably the best solution. Metroid on the SNES did it , although it should be noted that in that case the abilities showcased were not mandatory to complete the game.
Still, it's worth a try.
 

UsagiWare

Neo Member
Hey guys,

So the past week or so a potential v1.0 was undergoing playtesting to make sure everything was behaving nicely. Surprisingly no real issues emerged anymore (just some trivial cosmetic things)
I was expecting at least one more round of bug-fixing & playtesting. Anyho, I just pushed the game life on google's play store :) yay


This is my first game project ever, perhaps a bit bigger in scope than I should've started out with but I'm quite pleased with the end result.
To summarize: it's a 2D platformer with gameplay similar to Mario or Donkey Kong

92CVZgI.gif


Google Play Link:
https://play.google.com/store/apps/details?id=com.hejvisj.paulisadventureisland

Thanks for having a look. Feedback is very much appreciated :)


PS: for those interested, here is the youtube trailer
https://www.youtube.com/watch?v=PV9ai7qCLLI
 
Hey guys,

So the past week or so a potential v1.0 was undergoing playtesting to make sure everything was behaving nicely. Surprisingly no real issues emerged anymore (just some trivial cosmetic things)
I was expecting at least one more round of bug-fixing & playtesting. Anyho, I just pushed the game life on google's play store :) yay


This is my first game project ever, perhaps a bit bigger in scope than I should've started out with but I'm quite pleased with the end result.
To summarize: it's a 2D platformer with gameplay similar to Mario or Donkey Kong

92CVZgI.gif



Google Play Link:
https://play.google.com/store/apps/details?id=com.hejvisj.paulisadventureisland

Thanks for having a look. Feedback is very much appreciated :)


PS: for those interested, here is the youtube trailer
https://www.youtube.com/watch?v=PV9ai7qCLLI

Congrats :) what did you use to develop it?
 
Thanks for having a look. Feedback is very much appreciated :)

Congrats on the release! I gave it a whirl on my Nexus, looks and runs great. The visuals are really nice, crisp, and consistent. I liked that you allow the player to change the position of the on-screen buttons in the settings, it's a nifty feature. I'll be installing it my niece's tablet next time she visits, pretty sure she's going to love this.
 

UsagiWare

Neo Member
Congrats :) what did you use to develop it?

Thanks, game was done in GameMaker Studio.

Congrats on the release! I gave it a whirl on my Nexus, looks and runs great. The visuals are really nice, crisp, and consistent. I liked that you allow the player to change the position of the on-screen buttons in the settings, it's a nifty feature. I'll be installing it my niece's tablet next time she visits, pretty sure she's going to love this.

Cheers, visuals were my biggest challenge in this project (next to level design). Kind words like these really help! :)
 

Esti

Neo Member
Hi !, I'm making a game with a friend. We both work on a game studio and we wanted to make a game for a local contest.
It is made in HaxeFlixel, and Flash and it is multiplatform but better played on tablets.

I'm quoting the info we put on tig.

OTRZqvM.png

J3W1GYn.gif

trknool.gif

xDDAKhO.gif


Mr.Bootleg is a little Puzzle-Platformer game where a "bad tempered" bird gets kidnapped by the evil (but swole) Dr.Goldstein and has it's wings removed and replaced by a magnificent sculptured body. Also it features roMARIO, a brazilian salsa instructor from Brasil(may be related to the nintendo one).

planned features:

30-90 levels
3 or more playable characters
stupid videogame culture references
One touch gameplay
crafting, loot, online mp, 150 pokemans, not really

twitter: https://twitter.com/we_bootleg
FB page: https://www.facebook.com/mrbootleg
 
Finally, we are making the first scenery for Super Game Show. This will be for the beat'em up stages. Lots of 3d buildings done with pixelart textures that are going to randomize in the background.

Jon, our pixel artist, also made a bunch of 2D elements to work with the scenery. You can see a lot of parody posters of tv series, as TV is the theme of the whole game. My favourite is the Seinfeld one lol
elementosfru66.png



Hey guys,

So the past week or so a potential v1.0 was undergoing playtesting to make sure everything was behaving nicely. Surprisingly no real issues emerged anymore (just some trivial cosmetic things)
I was expecting at least one more round of bug-fixing & playtesting. Anyho, I just pushed the game life on google's play store :) yay

Congrats for the release. I really like the background of the title screen and logo. Also the trailer has really nice music.

Hi !, I'm making a game with a friend. We both work on a game studio and we wanted to make a game for a local contest.
It is made in HaxeFlixel, and Flash and it is multiplatform but better played on tablets.

Hahaha, great idea. The mobile game we have released also has a Mario parody called Romario.
The pixelart in your game is pretty great.
 

Lork

Member
Yo GAFs,

A&B01.jpg


Been playing around with an Action Adventure Prototype. Would love to get a little Feedback on controls and such:

http://www.warsoup.com/files/A&B01.zip

Windows Build, needs an Xbox Controller, Controls are pretty much the same as in Dark Souls. Enjoy :)
This is already pretty good, but as with all things, there's room for improvement:

-When combining sprint and roll on a single button, don't delay the sprint until after the roll window. Just start sprinting as soon as the button is pressed, then roll if it's released within the window. There's no need to wait.

-Dark Souls allows you to rotate your character at a reduced rate during the windup of attacks rather than locking them into place for the entirety of the animation. What you have isn't so bad because each attack is relatively quick and you can at least switch orientation between attacks in a combo, but that extra bit of fine tuning can help a lot with retaining a sense of being in control during slower attacks.

-Any action game worth it's salt (Dark Souls included) will have a bit of nuance with the way it deals with buffered attacks. For all but the most lightning quick attacks, there should be a slight delay before the game starts looking for input to buffer into further attacks, to prevent players from accidentally attacking more times than they wanted to. Just load up your favorite Soulsborne and take a few swings to get an idea of how long the delay should be for a given attack type. Any Platinum game should work too, but I honestly think From does it best. Additionally, attempting to attack during the last hit of the basic combo string should restart the combo.
 
Status
Not open for further replies.
Top Bottom