Ghost Song

twotimingpete

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thanks guys. This is another example of lighting, this time more pronounced.



I adjust the opacity and blending mode by scene. Sometimes "darken" is better, other times "overlay" is better, depending on the goal.

You should consider making some tutorials for your graphical effects, I think that people would really appreciate it!

Is there something in particular you wanted to know? I don't use a lot of fancy tricks, it's mainly just drawing and painting in photoshop with the brush tools.

Hopefully some trusted individuals here, if they want to, will get to test a polished portion of the game in coming weeks. Working to make that happen.

gruffman

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  • Posts: 555
This game looks so good you could almost sell pre-orders lol :)
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twotimingpete

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thanks :D

new screenshot today.



VERY delicate platforming!

ipe 369

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Ehrmahgerd, looks so good! Make sure you get the collisions spot on though. Nothing is more of a gamebreaker if you get instakilled by something that would have barely scratched your pinky toe.

twotimingpete

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thanks. I'm using seperate actors to register hits on these rather than the spikes themselves. isn't too bad.

ipe 369

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Make it so the tips of the spikes won't do anything (or give you very small damage) and just touching halfway down the spike will kill you, because a little scratch isn't going to completely destroy a hero who's fought armies of enemies and no doubt a huge boss

twotimingpete

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I'm not going to have multiple severities of collision if that's what you're suggesting -- I've learned to at least attempt to choose my battles in terms of what should be overcomplicated. Something like spikes should be as simple as possible.

in any case, they aren't currently a one hit kill. they do heavy damage to you but do not kill you necessarily.

here's the way to do the collision that seems to work best.


ipe 369

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No haha, multiple severities of damage would be hard to do, i meant, don't make the collisions extend to the very tips of the spikes

h1rnz1lla

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ah nice interesting approach! i love to see such dev insights.

twotimingpete

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Flamethrower cyborg


Jump Jet Ability

lazyboygames

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Do you have an estimate on how much longer til the game is released? Also how long will the game be as far as play time goes?

twotimingpete

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  • Posts: 1667
Do you have an estimate on how much longer til the game is released? Also how long will the game be as far as play time goes?

I'm estimating about 3 or 4 hours playing it blindly, but it's kind of hard to guess at this point. It could be longer or shorter than that. It could also vary wildly because the game has many optional areas and some people will explore longer than others will. For instance, I know I could blow through the first area of the game really quickly, because I know exactly where I have to go. But what about someone who's just exploring? What if they get lost? What if they spend a bunch of time in non-essential areas? What if they die and lose substantial progress because they haven't been to a save room? It's really hard for me to guess the play time, especially this early on. But if I vaguely characterize it I think I could safely say "at least a couple hours".

There's still quite a bit of work left. I'd like to get it done within a couple months but who knows.

I do plan to release a polished demo for selected people to test it and give feedback/etc sometime, I'm working towards that end now. This'll be useful for getting feedback about how well the game plays, any possible pc performance issues, as well as insight into what the best/worst aspects of the game are and that'll help me make the game better.

The demo will be about 1/3 of the game, and polished as a vertical slice to represent how the final game will play. There's still some stuff to do but it is starting to not seem like a distant goal anymore. I've gotten a lot done in the last week.

There's very little that's unplanned or undefined about the game design or what remains to be done. The design for the game, what's in it, what I still have to do, are all pretty crystal clear to me. It's just a matter of picking tasks, and working on them, and getting them done. One foot in front of the other.

« Last Edit: April 10, 2013, 12:08:48 am by twotimingpete »

fillergames

  • Posts: 758
Just a few questions.

-Can you add lightening effects to fire? Like it brightens the area around the fire. It would definitely be an improvement.

-Can the zombies be gibbed? (Arms and stuff ripping apart when killed)

I really like the graphics. No I freaking love them, the painting like look is amazing with all the shadowing and effects.

twotimingpete

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  • Posts: 1667
Just a few questions.

-Can you add lightening effects to fire? Like it brightens the area around the fire. It would definitely be an improvement.

-Can the zombies be gibbed? (Arms and stuff ripping apart when killed)

I really like the graphics. No I freaking love them, the painting like look is amazing with all the shadowing and effects.

- I have some lighting effects, such as a light radius around the character, I haven't attempted to add additional light sources because it seems both challenging to figure out, and possibly more taxing on performance which is already a concern.

- the zombies explode into little pieces. I've made "gib" actors of different types, including a torso, a head, etc. In this case, I animated the pieces to sort of disintegrate as they fall away.

Here's the zombie torso gib graphic:



In the case of this big bruiser zombie, I actually made him sort of enter a "gibbed" state where he stands there as a husk after you kill him. And you can keep shooting the husk to explode it.


This is the bruiser.


This is a screencap taken right as he's getting gibbed. You see sort of a bloodied husk is standing there, and all the little gib debris actors are flying off of him. (the numbers are floating damage indicators from the damage he was taking)

fillergames

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The gibbing on the characters is incredible! I really like how you animated it.