Candescence Posted January 26, 2014 Report Share Posted January 26, 2014 Might as well toss over a couple of quickies for my project... Firstly, a cheap logo I wacked together in about five minutes. Secondly, I recreated Battle Spirit's original fighter select screen, except modified for two-player selection. Trying to get rid of some weird issues, but it's otherwise entirely functional. Link to comment Share on other sites More sharing options...
thevaleev Posted January 26, 2014 Report Share Posted January 26, 2014 Looking forward to SAGE 2 Link to comment Share on other sites More sharing options...
Light The Hedgehog Posted January 26, 2014 Report Share Posted January 26, 2014 Nice work guys! Also EJ! Thats one of my character names except pronounced E.J. I had sprites of him a loooong time ago but never did anything with it. I was thinking of Rebooting (:]) him pretty soon, I already have his new designs. Link to comment Share on other sites More sharing options...
ECLIPSc70 Posted January 26, 2014 Report Share Posted January 26, 2014 You should go for it. I wouldn't mind seeing your design and thank you for the compliment. Link to comment Share on other sites More sharing options...
OverbounD Posted January 27, 2014 Report Share Posted January 27, 2014 For those of you who only view the screenshot thread, I have released a new video of Sonic Time Twisted in action. 5 Link to comment Share on other sites More sharing options...
Candescence Posted January 29, 2014 Report Share Posted January 29, 2014 (edited) Keep on truckn', Overbound! My project isn't gonna be nearly as polished, but I'm gonna try my best anyway. Speaking of which... I've got a fully-working test arena for Digimon: Heroic Battle Spirit, with working tiles and platforms and whatnot. I think I chose a good open source tileset, nice and colourful, but the palette is just right to also enable the Digimon sprites to stand out properly. Might have to fill some of the upper bits of the tileset, though, though I guess the horizontal space makes up for that. Oh, and yes, the fighters can hurt each other (no damage yet), and the character selection screen works perfectly. No mirror matches, though, until I sort out what's going on with the character event conflicts, and that won't be finished until after SAGE, too much else to work on. Edited January 29, 2014 by Candescence 1 Link to comment Share on other sites More sharing options...
Highwire4 Posted January 29, 2014 Report Share Posted January 29, 2014 Thats looking pretty cool Candescence, I like the colors you have going on and the characters and other needed information do stand out from the background. Though the character to screen size ratio bugs me a bit. I understand why its so big due to the size of the level and that its a brawler but the characters are just so tiny compared to all that empty space..I kinda had to look for em for a second before I found them. I'd suggest maybe implementing a camera system that zoomed in or out to accommodate all the characters to keep them on screen while keeping them at a certain size, but I doubt that would work in a 2D game like this without serious pixelation. Maybe lowering the resolution a little bit and changing the level design to work more with this character to screensize ratio might help it out? Link to comment Share on other sites More sharing options...
Candescence Posted January 30, 2014 Report Share Posted January 30, 2014 Well, I decided to test out an auto-zoom feature, using the wonderful Magi-Cam plugin, and much to my surprise, despite some fiddling to make everything work correctly and look fine, there wasn't any seams appearing in the tilemaps, and the pixelation from the zooming was actually rather not too bad, it's noticeable, but reasonable. I did have to unbound the scrolling to make it work right, though (meaning, the scrolling moves outside the layout) but I implemented a masking effect of sorts which blacks out everything outside the layout, and a simple border around the layout, which basically establishes the arena's boundaries, and should hopefully make the players focus on what's in the layout and ignore everything else. The automatic zooming takes into account every player that's active at any time. 4 Link to comment Share on other sites More sharing options...
ECLIPSc70 Posted February 1, 2014 Report Share Posted February 1, 2014 (edited) http://www.youtube.com/watch?v=ITs_2jTL4Wk#t=0 It's not a screenshot but please enjoy, critique, and help me make this better. Edited February 1, 2014 by ECLIPSc70 Link to comment Share on other sites More sharing options...
Kessler12 Posted February 1, 2014 Report Share Posted February 1, 2014 For the collab http://tonic41.deviantart.com/art/Zone-5-Desert-Dazzle-430666273 Link to comment Share on other sites More sharing options...
Techokami Posted February 2, 2014 Report Share Posted February 2, 2014 MAYBE I can get this out before SAGE! 2 Link to comment Share on other sites More sharing options...
Candescence Posted February 4, 2014 Report Share Posted February 4, 2014 (edited) 4-Player multiplayer is working near-perfectly. Including mirror matches, which are very much playable. Just a keyboard is obviously impractical, but using controllers works fine. Oh, and the water in the stage has a sine effect, now - I figured static water just looked a tad wrong. The new water isn't perfect, but it's serviceable. Edited February 4, 2014 by Candescence 1 Link to comment Share on other sites More sharing options...
Clouder Posted February 7, 2014 Report Share Posted February 7, 2014 (edited) Coming Soon... Edited February 7, 2014 by SnowHog 2 Link to comment Share on other sites More sharing options...
Jassbec Posted February 8, 2014 Report Share Posted February 8, 2014 That's looking good! Though something about how that snow is on top of the ground rubs me the wrong way. maybe some shadows, or something. Link to comment Share on other sites More sharing options...
Light The Hedgehog Posted February 9, 2014 Report Share Posted February 9, 2014 Coming soon like Demo, or finished? Looks great! Link to comment Share on other sites More sharing options...
Candescence Posted February 9, 2014 Report Share Posted February 9, 2014 (edited) Alright, time for a WIP shot of the adventure mode area I'm working on. It's a small level, but due to time constraints, it'll have to do. What you can notice here is the lower portions of the map are either blacked out or covered by a weird monochrome effect. This is intentional. The blacked-out parts are unexplored portions of the map that you need to tread into in order to reveal, and they will never return. However, larger portions of the map will be covered by the latter effect as you leave them, and will conceal the positions of enemies and such from your view - this slightly emulates how many metroidvania games restrict the camera to a player's view, so rooms beyond the one the player's in can't be seen before they can enter them, but this time with an unrestricted camera. Unexplored rooms have to be entered in order to be seen, while rooms you have entered but are not in will show their layout but not their contents. Still, the blank rectangles seem a bit bland. I'm thinking of replacing it with an object with a 'blurred' outline and a warp effect to slightly hint at their contents while also adding to a sense of mystery. We'll see, I guess. And yes, you can zoom in the camera, there's a little widget on the HUD that lets you zoom in as much as you want. Beyond 3x is not recommended, though. Edited February 9, 2014 by Candescence Link to comment Share on other sites More sharing options...
Highwire4 Posted February 12, 2014 Report Share Posted February 12, 2014 Thats some pretty impressive stuff you've got going on in there Candescene. I think that mechanic should work out fine and its a pretty cool idea. I assume the rooms are going to be filled up with stuff later on? Cause it looks pretty empty right now. Perhaps you'll want to put a limit on how much you can zoom the screen though to ensure a better user experience but thats up to you. Looks great though! Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted February 15, 2014 Report Share Posted February 15, 2014 In case you haven't seen it, we have a new trailer for our upcoming 2014 demo! Check it out here. 1 Link to comment Share on other sites More sharing options...
Jassbec Posted February 15, 2014 Report Share Posted February 15, 2014 Oh, awesome! I'm really looking forward to this one! Link to comment Share on other sites More sharing options...
Candescence Posted February 15, 2014 Report Share Posted February 15, 2014 Guess what I cooked up in about six hours. Working boss fight with Devimon! He'll teleport around the arena (which exposes his digicore, giving you an idea of where to aim your attacks), while launching Death Claw attacks at you. I implemented a nice pixelation transition effect for him and his projectiles. Now, to properly fill up the rest of the castle. I have a couple of enemies working, I just need to have them in the right places. Link to comment Share on other sites More sharing options...
Highwire4 Posted February 16, 2014 Report Share Posted February 16, 2014 Wow, that looks great Candescene! Impressive time frame as well. Last time I tried making a boss it took me a whole weekend. So I've been super busy with Sonic Lost Adventure (Which is nearly basically done at this point) and with Project Estate. So here's some stuff from both: As for Estate, I've been going over character designs for the past two weeks and I've settled on this: I'm calling her Beta right now(simply because that's her file name atm) and she's a scientist and the main protagonist of Project Estate. I tried to give her bright and vibrant colors that contrasted with each other in all the right places to really make her stand out from the background and give more definition to some of the more important areas(like her ridiculous hair in front of her face to bring out the detail of her face) and long silly hair to fill up her hit box. As for the gun, I'm still experimenting with things so this could be totally different. I like this design right now since it's barrel rotates when fired which adds a cool feeling to the lazer mechanic I think. I'm very iffy about her design right now, what do you guys think? 3 Link to comment Share on other sites More sharing options...
InfinityAlex Posted February 16, 2014 Report Share Posted February 16, 2014 I think the arms are a little long, considering she's human. Link to comment Share on other sites More sharing options...
Proto Dan Posted February 18, 2014 Report Share Posted February 18, 2014 He's being dragged across the screen with my mouse cursor, by the way. Link to comment Share on other sites More sharing options...
InfinityAlex Posted February 18, 2014 Report Share Posted February 18, 2014 (edited) EDIT: Never mind, the post borked Edited February 18, 2014 by InfinityAlex Link to comment Share on other sites More sharing options...
Hobbes Posted February 18, 2014 Report Share Posted February 18, 2014 @Highwire: Lost Adventure looks gorgeous. Holy balls. As for Beta, her design is pretty cool. I'm interested to see how the gun works! Made an edit to the sprite to adjust her arms' length as well as add a bit more detail to the face. Here. Hope you don't mind! I'm pretty bad at giving written critique. >.< 2 Link to comment Share on other sites More sharing options...
Recommended Posts