In response to Zagros5000
Zagros5000 wrote:
That's looking really nice

Mediocre*
The design choices are poor but it appears to be functional.
In response to Kozuma3
Kozuma3 wrote:

Change the color from grayish blue to brown or something when an item is equipped so we know something is equipped :D?


WIP combo..
In response to Pixelcomet
oh my...

In response to Pixelcomet
How the... What the... Just damn. Graphically I am shocked, and impressed.

@Kozuma3: Really loving how yours is looking, too. Hard not to be tempted to try using it sometime. Although if you ever want a challenge, I'd wager making the equipment/items bigger where they take up multiple boxes, and so on like Diablo II did might take a bit.

It has a nice feel to it like this, though.
In response to Toddab503
Toddab503 wrote:
Although if you ever want a challenge, I'd wager making the equipment/items bigger where they take up multiple boxes, and so on like Diablo II did might take a bit.

That wouldn't be a challenge. .-.
In response to Pixelcomet
Now that's what I'm talking about! combat is going to be a hell of a lot of fun if combos and techniques are thought out as much as this one!
It's one actual combo. The gif is only to show the sequence. But no, it's not a scripted attack.
29 unique weapons.
11 unique wave variants that can be mixed and stacked.
5 unique enemy types.
4 unique enemy sub-variants.

No game on BYOND does action survival like Feed. B)

after being killed by an explosive enemy, I'm spectating Todd.

boring gif of me killing feeders in the nude during a censored wave(pardon the dud molotov).


Recently added a new wave variant called Deathmatch. If the name doesn't give it away, deathmatch waves won't spawn enemies but instead players will have to fight among themselves until only one player is standing. PK explosions are enabled and the last man standing will be given a crown overlay and shield at the start of the next wave.

@pixelcomet:does the combo require timing or technical execution, can it be blocked dodged or escaped, are there mixups to be performed out of it to trick your opponent or is t always the same, will there be shadows on the ground to show height, does the combo visually make sense going north/south, can you follow up vs your opponent once they land on the ground, what actions can be performed while lying on the ground Where do babies come from, did the jews really do 9/11, will system of a down ever get back together, who really killed JFK, are you two getting a divorce, why is the sky blue, does your hair really keep growing after you die
How is babi formed
It does require timing and some forethought. An empowered heavy attack which is given away by the blue auro provides a 'tell' for the defending player to go on. Its easier to land on an npc that isnt going to react.

With the first few frames being a dead giveaway you should have time to guard or substitution, thus avoiding the potential onslaught. Eqch key press following the intial knock up uses another attack. Iworks from all directions. But its more readable from the sides.

This means the combo itself can be ended prematurely if the aggressor so wishes.

Yes there will be shadows but its turned in this case. you cannot immediately follow up after the knock down. Because of the length of the combo itself and the fact that there is some soft cc being the knockdown itself. No current plans for knockdowns at this point but were exploring


I don't have much to update with since I've had the flu over the past week, but here's a gif of the robot flailing about.

I went ahead and got some video editing software and I'm going to start recording some stuff to put audio to, hopefully to drum up some hype while showing what I've worked on the past month or so.
In response to Pixelcomet
Pixelcomet wrote:
...

I suggest perhaps toning back the amount of frames unless you've worked out how many hours a full outfit will take. A common mistake I see with attempted ORPGs is a lack of real consideration to this when designing their sprite model.

Looking good, though!
In response to Pixel Realms
Pixel Realms wrote:
Pixelcomet wrote:
...

I suggest perhaps toning back the amount of frames unless you've worked out how many hours a full outfit will take. A common mistake I see with attempted ORPGs is a lack of real consideration to this when designing their sprite model.

Looking good, though!

I'd be lying if I said a full outfit would take less than an hour to complete, however, I would say a normal piece overlay such as a shirt, pants or scarf etc would take roughly about an hour if not less. The animations are very minimal, and new animations are created on runtime using current frames. The body parts are also split up allowing for further mix and match.
Yeah. We're using a sprite library. All new animations are the result of using pre existing frames. And then we mix-match those. Reduces the workload tremendously.


Sorry for double post! There are several combos shown here.

In response to Pixelcomet
Pixelcomet wrote:


Sorry for double post! There are several combos shown here.


Sploosh
Yut Put wrote:
i'd LOVE to see mechanics designed around knock down. SSBM is an awesome reference for this:

-When you're knocked down by a move, if you press the guard key a moment before landing on the ground, you do a roll in the direction you're holding or in place. This roll can still be read or reacted to for the attacking player to get more followups but it requires good reaction time

-If you miss the tech roll intentionally or accidentally, you can perform a get up attack that has a few invincibility frames. This can also be reacted to, but it has an AoE that discourages people from hugging you while you're lying down. If you don't get up attack, you can do a get up roll in any direction a few frames after you've missed the tech.

-If you're lying down on the ground after a missed tech, you can be attacked to force a get up/punished.

It looks like this set of mechanics would work really nice with what you have. I think skullgirls and blazblue also use a tech roll mechanic for knock down


I really love this. I'm going to immediately explore this mechanic! Thanks, really appreciate the feedback.
Feed:
- Added a new weapon -- Uzi
- Added a new weapon -- Red Baron
- Added a new weapon -- SK-47
- Added a new weapon -- LB-02
- Abstracts have a pre-attack animation now.
- Shortened the hit cooldown after taking damage for enemies.
- Added a new wave variant for 2+ players: Deathmatch.
- Added a new wave variant for 4+ players: Team Deathmatch.
- Fire hazards now clear in 15 seconds instead of 30.
- Spectate mode finished up!
- various tweaks I don't remember.

Capture the Flag waves are on my radar, so expect more on that soon.
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