In response to Lavenblade
Also, I feel like that blue in the chat is irritating to the eye. Could you change it to something that fits in better?
In response to Bravo1
Bravo1 wrote:
Somepotato wrote:
I expect.. a cheese sandwich!



Wish fulfilled, I will post nothing more until next week.

Please email me a grilled cheese.
https://dl.dropboxusercontent.com/u/25108410/Lux.zip


^Linky^

Few things to note:

1. Lots of it is not done, this is merely a demo and I figured, since it's playable, but not polished, it wouldn't hurt to not complete some stuff (mainly audio and hud).

2. If your computer can't handle it, I suggest throwing away your laptop. The beam mechanics in the game are actually very CPU hungry and you will notice slow down if you don't have at least 2.5ghz cpu. It's hungry because it's accurate, and I love me some accuracy.

3. There are various bugs, please report them as you see fit, but chances are I know about it already and it's something I plan to fix but didn't care to delve into.

4. If you die you must exit and reopen the game, there is no saving/loading either so... don't screw up?

5. Let me know what you think.

Edit: Forgot the important part...

WASD to move, Space to jump, Mouse to Aim, left click to fire.
... got Mighty quiet in here...
Yeah, it's always awkward when that happens.
I'll check it out when I'm home with a computer tomorrow.
I'm quiet because I am working on something that I will hopefully be showing off soon given my long absence of posts.

I have so much going on in my head, and so much to do that I think will be great, the problem has simply been lacking any time for DM. Holidays actually have me working more, and harder, rather than less. Lol.


I think I liked Gravity better. :[

I have a lot of criticisms for the level design here, and the enemy designs.

In my first playthrough, I actually first went into the submerged room, because it felt like the more natural path to take, but ended up dieing because it wasn't made clear enough that you shouldn't be in the water. Of course this logically makes sense, but regardless there needs to be more feedback that water is no good for you. Perhaps your robot should spark a bunch whenever water damage ticks, and the change in health on the top left needs to be more apparent. There needs to be more indications in the level itself that the upwards path is the correct one to take, or that section of the level needs to be redesigned. For a demo like this, or for an early level, I think it's kind of silly to have the "natural" path be the incorrect one to first take.

The enemies you have so far look coolish? But they aren't very interesting to fight against. You just spam your mouse button at them and they die without doing anything. There was one instance where I accidentally hit an enemy that was off-screen and it teleported out of nowhere into my screen and attacked me. That was pretty unpleasant and should probably not happen in the first place; Off-screen weapon hits should probably not do damage.

The rocks that fall during the boss fight don't actually look like loose pieces of the ceiling that fall down. Perhaps they shouldn't spin as much as they do, and it would be REALLY cool if actual pieces of the level fell down to smash you.

Your weapon doesn't really have any impact. It's not very satisfying to shoot, and it's lack of juiciness makes it relatively forgettable. The plasma weapons from Halo that you're drawing inspiration from actually have a lot of different subtle effects that make them satisfying to shoot. When they impact something, they don't just leave behind clouds that fade away; it feels like the plasma is corroding and melting the impacted surface, and then rapidly disperses. They leave behind glowing impact marks, and the particle effect kind of flicker and spark.
In response to D4RK3 54B3R
I can only guess that soon bravo will add a big ass laser cannon to your arsenal that when fired cause a massive beam that floods your screen with white light.


Edit: If bravo changed the plasma pistol? plasma blaster? uhh plasma shooty thing so that it has a cool down before you can fire it again say maybe every 1.3 seconds you could fire it then he would be able add things like upgrade material to upgrade your plasma shooty thing so that it's rate of fire is increased/cool down before you can shoot again is decreased. Then make it so your laser drains a bar every .1 second you use it/fire it. Similar to the plasma shooty thing you would be able to upgrade it so that the time is increased before the bar is drained.

That way you would feel like you're getting more powerful as you progress and it will get more satisfying to use your weapons :P.
In response to Ghost of ET
Ghost of ET wrote:
I can only guess that soon bravo will add a big ass laser cannon to your arsenal that when fired cause a massive beam that floods your screen with white light.

Fuck yes.
some of the classes in my project


Image and video hosting by TinyPic


A random gif, since it's been a while since I posted one! The reason being is because we've been working on some pretty boring stuff lately, not much to really show.

EDIT: yes, we're going to be toning down that screen shake haha
In response to Byonamous
Byonamous wrote:
some of the classes in my project


Image and video hosting by TinyPic

You have a nice style, bravo, nice work.
In response to Marekssj3
Thanks I like a more anime feel but at the same time be in a mid-evil setting
but ended up dieing because it wasn't made clear enough that you shouldn't be in the water.

I thought flashing, sparking sounds, and the health dropping would be enough but I'll add a more visual effect to it.

and the change in health on the top left needs to be more apparent.

I figure I can flash the text red whenever it drops.

There was one instance where I accidentally hit an enemy that was off-screen and it teleported out of nowhere into my screen and attacked me.

Yeah, I didn't set a maximum limit on projectiles so they'll fly off forever, but I'm going to be making them destroy themselves when they get just past the edge of the screen.

The rocks that fall during the boss fight don't actually look like loose pieces of the ceiling that fall down. Perhaps they shouldn't spin as much as they do, and it would be REALLY cool if actual pieces of the level fell down to smash you.

Agreed. I'm thinking of making an entire layer of the roof itself fall down so that you need to be under the platforms not to take damage from them.

The roof will just look empty afterward, but blocks will still drop when it rams the building.

Your weapon doesn't really have any impact. It's not very satisfying to shoot, and it's lack of juiciness makes it relatively forgettable. The plasma weapons from Halo that you're drawing inspiration from actually have a lot of different subtle effects that make them satisfying to shoot. When they impact something, they don't just leave behind clouds that fade away; it feels like the plasma is corroding and melting the impacted surface, and then rapidly disperses. They leave behind glowing impact marks, and the particle effect kind of flicker and spark.

Agreed. The demo's just a proof of concept really, very little of it is final.
In response to Bravo1

If you haven't entered water at all at this point by platforming correctly, but then you failed the jump to go upwards, you end up landing in a very deep pool. Since it's so deep, it doesn't seem intuitive to try to exit the pool by jumping out on the left side. So you proceed to go through the door in hopes that it leads to some dry land where you can proceed to advance. Instead it just leads to your death.

Additionally, when I had first failed that first jump, it almost looked like the dark gray wall tiles were dense, as if that doorway were locked, which would make sense since, I would argue, it's more natural to follow a path horizontally than vertically and especially so when it's at a fork. Even moreso when you first enter the room via a horizontal path and when most of the action in the room is also horizontal.

Sorry if I'm sounding harsh, Bravo1. I love all of your platformer work.
There were some points during the boss fight where it felt really really cheap some of the angles that he could hit me at with his laser beams, even though I was hiding behind cover.

This isn't really a fault of the design, since the problem exists because the boss is flying around the room and I would certainly prefer the boss move around rather than sit around in one spot.

I wonder if there's anything that can be done to alleviate this.

[EDIT]: Here's the spot I'm talking about.

There are some slim angles where he can point his laser in between the cover and the ground here from the other side of the room, and reach your corner. He managed to hit me in roughly this position and a little further to the left from the right side of the room, and vice versa for when I'm in the right side of the room and he's in the left.
Since it's so deep, it doesn't seem intuitive to try to exit the pool by jumping out on the left side.

Well you jump much higher while in water, albeit more slowly, bu I will set things up differently in the future, for sure.

Additionally, when I had first failed that first jump, it almost looked like the dark gray wall tiles were dense, as if that doorway were locked

Visually, I can see what you mean, but the door you enter the room from also has this so I figured it would be obvious that they're in the background and not dense.

Regardless, the final version of this room will likely feature the top path connecting to the right of the room rather than the top. My main reason for having this one lead upwards was because it's the only up/down doorway in the testing rooms and I wanted to make sure those transitions worked properly.

I didn't really design any of this with the intent to flow properly, just to test functionality.
I'm not going to lie, there are a bunch of points during the boss fight where it felt really really cheap some of the angles that he could hit me at with his laser beams, even though I was hiding behind cover.

That's a conscious decision actually, I wanted to make sure that there's no singular safe spot in the room where the player can just camp out.

It won't be nearly as bullet-spongy in the future and will be reworked, but I want to make it a point not to give the player a spot to just relax in.

I will say that the lasers will be slowed down in the future, as they're far more dangerous than the other attack types, and it feels bad for him to have two easily avoidable attacks and one that's very difficult to avoid.
In response to Bravo1
Bravo1 wrote:
That's a conscious decision actually, I wanted to make sure that there's no singular safe spot in the room where the player can just camp out.

It won't be nearly as bullet-spongy in the future and will be reworked, but I want to make it a point not to give the player a spot to just relax in.

I dig it.
In response to Doohl
where are those bombs coming from O_O?
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