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Posts posted by phill
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Thirding the death scene love, slick as!
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Holy crap that is the best idea. Back at uni my friends and I used to make stop-motion movies with action figures, each entitled 'Ruin Shit 1, 2, 3, 4, etc.'. It got pretty competitive by the end, with Matrix-style wrap-arounds and fishing line making some pretty impressive setups. This reminded me of that for the first time in years, so both thank you and great work!
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Looking great!
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Basically there are catchable dung beetles in that game but they refuse to call them that and the game goes on to declare that they are rolling "something" like a huge coy Nintendo shaped parent that is afraid kids will become TOO EXCITED if they make a poop joke too obvious.)
Ahhh, Nan-tendo. Never change. Also thanks, I hope it'll be fun to play.
It might be rude to say that I like the art after it's been described as placeholder-art, but I like the look. I'll probably like the new one too.
Not at all rude. I really want to do a game sometime in the future using entirely old cc0 woodcut images. I think it's a wonderful style and could really lend itself well if the images were chosen properly. And hey, if my partner doesn't deliver it'll probably be pretty close to what it is now so you may get lucky!
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Okay! I've been a little busy at work lately so not as much progress as I'd like, but I've got all the basic mechanics down! First, here's a slightly more zoomed out version of the 'arena' portion of the game:
I made the dung fall in slightly more interesting patterns, and added special dung pick-ups that will give your dung ammo some extra properties. AI still to come, but I've got a pretty good steering behaviour system that I can plonk in there.
This is the 'tower fight' portion of the game. Players will be able to select areas of the enemy tower to attack with the dung balls they picked up in the arena portion. The opponent will be doing the same thing though, so players can choose to use a dung ball to shore up the tower defences rather than firing it.
Obviously all this is place holder art (I highly recommend using old book illustrations, they class the place up) but I'm currently in contracts with my fiancée for her to do a kind of brush-stroke/wall-art style for the sprites.Alright, better get back to it. Really want to get at least a semi-functional demo for people to play by the time this ends!
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That's fantastic! I definitely want to cruise over those dunes soon.
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something I have done in the past is hook up Unreal Engine to a MIDI controller, and use the knobs to control physics variables at runtime.
That is an incredible tip, I'm going to try it out sometime.
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Well at least now when I wake up screaming tonight, I'll know what caused it.
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Looking swell! Love the rainbow bullets (is it just the video, or is the screenshake on the smaller bullets quite high frequency?).
From what you described, the controls should be pretty easy to pick up. It'd be like using a wheelchair, where you need to drag down on the opposite wheel to turn faster, right?
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Agree that those dunes look sweet as heck. Just the right shade of orange, too.
THE SPICE MUST FLOW
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The basic idea for the game is to defeat 3 bosses, each holding the antidote to a limitation placed upon the player before they encounter the final boss of the game.
This is a really cool interpretation of the metroidvania powering up sequence. Instead of gaining powers, you're regaining powers. I like that it makes the 'instant expert' issue that metroidvanias have ("Oh hey, I found an alien technology rocket launcher, I definitely know exactly how to use this in high stress situations!") irrelevant. Nice! The animations look sweet already, can't wait to see more of this one.
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Anyone else getting those sweet, sweet Interstate 76 vibes?
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And then I went down the rabbit hole that is sprite editors.
There are so many damn sprite editors. I can highly recommend Aseprite, but if you've found something that works for you that's the important part. Keep going, I want to see what ant-lion-tongue gets up to!
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For whatever reason it's the kneecaps that really make this for me.
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That menu looks fantastic, really like the colours you've chosen. Looking forward to how you approach the gameplay!
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What do you use for GIF capture, out of interest? I use a program that works really quite well but the FPS gets hammered during conversion.
I use a little program called GifCam at 33FPS. Works a charm!
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[Now good to go at https://titanfist.itch.io/life-as-a-dung-beetle]
Software: GameMaker: Studio, Aseprite.
Holy shit, looking at the rest of these threads, you guys are good! Feeling slightly intimidated, but screw it, let's do this!
Anyway, random title generator didn't disappoint and I ended up with a Terminal7 cracker. I'm tackling this game jam very casually, so I've aimed pretty simple with the mechanics and I'm going to try and make a slightly more polished final product.
Spent the first day coming up with an idea, and what I settled on was a semi-clone of the (somewhat obscure) NDS game Dragon Quest Heroes: Rocket Slime. As a lone survivor of a dung beetle clan massacre, players will have a limited time collect dung (that replenishes from the, uhh, 'heavens') and load it into their little dirt cave, competing with other A.I. dung beetles for the best bits of dung. After the timer runs out, it'll be over to a separate screen where your dung bombs get fired at an opposing dung beetle clan's tower. Rinse repeat until you've destroyed their tower (or they've destroyed yours).
Anyway, as of now I've gotten the basic movement and dung falling/collecting going on (dash to be tweaked):
I'll update when I have some more progress!
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Hello all. Long time listener, first time wizard jammer. Looking forward to playing all your games and making something vaguely enjoyable for others to play!
[Release] In Search Of Paradise
in Wizard Jam 3 Archive
Posted
I'm living vicariously through your cross-outs. Love the idea of the on-foot version, I can imagine it being very zen. Just you, your footsteps, and the landscape stretching forever around you, promising Paradise just beyond every ridge.