MEGAQÜEST

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Post » Tue Sep 30, 2014 10:15 am

I do like the art, but the controls are a total mess for now :D. Wasn't able to attack an ennemy at all (and the hit box are strange too). But it's looking good, keep it up !
Last edited by Softloulou on Tue Sep 30, 2014 4:10 pm, edited 1 time in total.
... "Je suis CHARLIE" ...
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Post » Tue Sep 30, 2014 3:56 pm

Thanks everybody for your kind comments and interest!

Glad that you guys like art. i was looking for something simple and fast, yet im naturally fussy about the visuals, so wanted it to look good too. i tried to consider a global aesthetic, rather than doing the "coolest sprite ever" for my hero, so everything looks coherent. I went a bit dogma: i kept the sprites nearly suprematistic, black and transparent and just tiny bits of white. no shading whatsoever. only after some deliverance i introduced a background as such, and as for now i resisted the temptation of adding a parallax layer... as for now.
im not that happy with the death animations in general, and i may redo them. you cant get too horizontal here cos it will look weird if it happens near an edge or over a slopping solid (the supermario effect) so i was considering some gruesome, ghoulsngoblins-like way of dying, becoming a rotting corpse and collapsing in the spot, rather than actually lie... whatever.

About the code, oh well. it is a mess indeed :S and im afraid the only way to fix it is start again with it :( really its an absolute disaster. iv been using an utterly inelegant empirical approach here: do that, check it, usually change it and star again. so i probably have tons of lines that are most likely superfluous or counteracted. id like to read me something about... families? groups of events? finite state machines? Any help or advice on coding issues will be most welcome...

@ethan oh, no offence taken bro! im an absolute ignorant, and most of these settings are taken from the beginners tutorials. i'v found also a couple of them (tutos) about this lerp thing... and tweens, and slides, and lots of things i never knew existed. comments like yours point me on the way of learning new things and i appreciate that. ill hv a look, and if its not too complicated ill give it a try, but probably only after iv polished (yeah thats an euphemism) a bit the code that i have right now. that said, if you have any idea to improve anything else dont hesitate!

@softloulou i know! sometimes the attack just doesnt trigger, or the animation is doesnt play properly, or it does but the creep get no damage... thats specially so with the last enemy, at the end of the cave, bottom-right, which is cunningly standing on a slope and subsequently nearly immortal, the bastard. as i said, a lot of work on coding ahead :(
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Post » Tue Sep 30, 2014 11:58 pm

Sometimes there are no enemies.
I didnt even know there WERE enemies before some1 mentioned killing them was hard.

After a few refreshes I finally was able to get enemies to spawn.
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Post » Wed Oct 01, 2014 2:03 am

no enemies! aw shit thats new man. thery're in the layout, should load at least :/
there were no baddies on the first version i uploaded... maybe you got it cached or anything? dunno if that makes even sense...
anybody else same problem?
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Post » Wed Oct 01, 2014 5:32 am

ok who gives a damn about the bloody code... here's some concept art (or promotional picture, whatever sounds more delirious) for y'all!

Image
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Post » Wed Oct 01, 2014 6:11 am

The art style is really great, although the combat system still needs some tweaks though :)
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Post » Wed Oct 01, 2014 5:55 pm

I "think" you can fix the attack by adding a condition that you cannot attack while the attack animation is playing. So, where you have the code for pressing space to attack, add a condition that says something "animation attack is NOT playing." You will most likely need to invert it to get it to say not attacking.

This will prevent people from being able to spam the button while he is attacking causing him to spazz out.
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Post » Wed Oct 01, 2014 10:03 pm

You clearly know a thing or two of the the color doctrine mate. I get March vibes lonly and hostile. Can you add to our planet Earth in the background. Somewhat overshadowed and small, no one needs to know :)

Keep coding!
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Post » Thu Oct 02, 2014 8:40 am

thanks again for all your comments. im currently trying to code it again, quite a shitty task for many things that worked so-so in the earlier version are just not working at all. other aspects are improving, hopefully, and also new never-heard-of issues arise here an there.

the player attacks: iv implemented @DrewMelton 's idea (cheers fella) which is an improvement, but the main problem is, i believe, related to the platform's behavior. the attack just dosnt trigger properly if you try to hit 'em immediately after a run. iv been playing with the "player---is moving" condition a bit but the results so far were disappointing.

the battle mechanics goes thus: when u press [space] or touch a monster, attack animations are triggered. At certain point of the animation, the attacker spawns an invisible object that disappears within 0.5secs or so -- different objects for the player and the baddies. if the player touches the monster's spawned object gets hurt and vice versa... what do you think? is that a reasonable system?

@Monumental your words are somewhat mysterious to me ;P but thank you anyway!
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Post » Thu Oct 02, 2014 3:10 pm

Hmm, if you are still having issues with getting the attacks to work as they should, send me the code via a PM, and I'll see if I can figure out what's wrong. I had to deal with similar issues in my game before. I don't think spawning objects is necessary, but I'd have to see how you have it set up.
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