A Small Robot Story (DEMO AVAILABLE) | Dev Log

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Post » Wed Oct 21, 2015 3:54 pm

bclikesyou wrote:@ruskul Ha! Definitely been there. This weekend I accidentally discovered that I was creating dialogue boxes EVERY TICK because I had a "create dialogue box at x,y" when two variables were true. They were stacking and looked totally fine in preview. However in the debug I noticed my instance count was ROCKETING up and was all, "Wha? What am I doing wrong?"


That's hilarious, but an insidious bug to be sure. Often when devs play a game, they only play it for a minute or two. Its a good thing you caught that when you did. I could just see me missing it for weeks and then on longer play sessions wondering why performance is tanking. lol
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Post » Wed Oct 28, 2015 2:20 am

Video!

Haywire patrol bot coming through + revamped player animations.

3 more enemies to animate and then just music and sfx and the demo will be done! I can see the end!
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Post » Thu Oct 29, 2015 2:41 am

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'lil drill bot freaks out and charges you when you get close. Better tighten up them jumps!
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Post » Thu Oct 29, 2015 4:08 pm

ruskul wrote:Hey, I have a critique for you based on what I can see of the game. Take it for what it is (my opinion), and do with it as you see fit :)

Currently, I like the art a fair bit. And by that, I mean I think the art is charming, coherent, and serviceable. Pixel art, as a medium, is always a great choice when making games like these. It is easy to produce, and if experienced, fast to make. However, it does provide certain constraints, and in a lot of cases its best to follow these.

Based on the game tile art, your game apears to have a specific resolution that your art sticks to, but the title screen does not stick to this resolution. It has pixels that are smaller than the pixels in the tilemap. This is a way, makes me as the player ask, why the heck is the title screen in resolution A but the game in resolution B? When you create a pixel art game, part of it looking good comes down to style and skill, but another part of it comes down to consistency. Its like you are creating a world but when you break the rules of your world the player becomes less immersed in that world because it is no longer as believable. Does this make sense? In general, I believe pixel art should never have sub pixels unless it consistently has sub pixels in points of interests everywhere. In other words, if you break a "rule" break it in a way that makes sense in some form or fashion. Don't just break it arbitrarily at one point just because.

The title won't look better just because it is higher resolution. So in its case I would stick to a lower resolution. I would, also not draw it then morph the image, unless done carefully. Currently the title looks like something drawn in ms paint, rather than carefully pixel plotted. Now don't get me wrong, I am not saying it looks bad. It just looks different and is not consistent with the game. Because the title is one of the first things your player will look at, you need it to be a part of your game.

Does this all make sense. I don't mean to sound nit picky or anything, It is just an observation on my part. And it isn't something I would worry about until other higher priority tasks are complete, just something to keep in mind.


Oh snap I just saw this. Don't know how I missed it!

And you're spot on! When I first started this game, a buddy was helping me. He did that title screen and the level tiles. He made the title in Photoshop and used "perspective" skewing to get that look. It definitely skewed the consistency of the pixels. And the different color of the title has always messed with me. It's definitely something I can edit.

Thanks for pointing it out! Consistency is something I definitely strive for.
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Post » Wed Nov 04, 2015 2:28 pm

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Spent last night finishing up boss art while a Ecco the Dolphin: Defender of the Future longplay played in the background. Art is done for the most part. Have to add some polish but I'll be starting music this week.
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Post » Fri Nov 06, 2015 4:19 am

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Dialogue portraits are done! This pretty much wraps up main art assets. Got to tidy up a few things and it's on to music.
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Post » Fri Nov 06, 2015 8:35 am

What kind of music were you thinking?
Have a happy day!
- Markus Lappalainen, Composer & Audio Engineer
Open for commissions!

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Post » Fri Nov 06, 2015 3:32 pm

@taistelusopuli I've been writing chiptune music via LSDJ for about 5 years now. Definitely going that direction.

You can hear examples of that music on my bandcamp page.
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Post » Fri Nov 06, 2015 6:50 pm

Everything looks amazing brother. Cant Wait.
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Post » Fri Nov 06, 2015 7:55 pm

@Nicotine Thanks! Dim is shapely up nicely too ;)
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