Robot 505 [DEVLOG] - WIP

Show us your works in progress and request feedback

Post » Sun Jul 12, 2015 6:09 pm

Hey, got around to playing the new demo, feels quite a bit more polished and overall better than last time I played.

Things I liked:
- Shooting things feels good, things blow up quickly, very nice
- Not taking fall damage is great, thank you for removing that.
- Gameplay concepts are introduced rather quickly, but do make sense.
- Shooting things feels reeeaaally good, this cannot be stressed enough. You have nailed the feeling of shooting stuff.

Things that could use improvement:
- The crusher machines are not very obvious, I was killed several times just from not noticing them. Maybe change up their color to make them more visually obvious?
- I don't know if this is an issue, but it kind of bugged me: I hopped on one of those crawler bots and tried to run over him to escape, but ended up getting crushed between the corner of the ceiling and the bot.
- It's kind of weird seeing springs almost flush with the ground, but not bouncing when you run over them. I think it would be better to place them higher up/make them thicker, so it's not as jarring running over them or jumping on them.

Anyways, those are my thoughts. This is really coming along, keep it up! Gratz about Mozilla too!
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Post » Mon Jul 13, 2015 12:15 pm

Thanks @blekdar I appreciate the play, and great feedback. Especially at this point in development the "What I don't like's" is what I am after. ;)

- The crusher machines are not very obvious, I was killed several times just from not noticing them. Maybe change up their color to make them more visually obvious?


The crushers have been an issue. You're right about them not being obvious enough. I notice this when watching people play the game for the first time. I like your idea on changing their colors to make them more obvious.

- It's kind of weird seeing springs almost flush with the ground, but not bouncing when you run over them. I think it would be better to place them higher up/make them thicker, so it's not as jarring running over them or jumping on them.


I'm glad you brought this up. They are one of the few things in game that haven't changed since I first implemented them. Perhaps some artwork adjusting and size changing will alleviate this. I will have to play around. I'm also curious to know if the usage of them is 'too much' At first they aided in reaching tough spots but as the game evolved, and the levels grew - the usage of them increased. Not sure if this is all that good for overall gameplay. In any event I will have to play around with them more.

Thanks again for the constructive feedback!

PS Blitz Breaker is coming along great! Love the addition of the portals.
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Post » Mon Jul 13, 2015 12:27 pm

@facecjf
You did a lot of good improvements ... awesome work ;)
Congratulations about Mozilla
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Post » Wed Jul 22, 2015 10:58 am

More inspiration! Loving this. I'll give your game a play through this evening after work.

Can I pick you brains about a few things regarding the creation of your artwork:

    * What are you using to make animations?
    * When creating pixel styled artwork, what size is the smallest "pixel/block" size used?
    * Are the particle effects actual particles or pre-animated effect?

Can't wait to see more! :)
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Post » Wed Jul 22, 2015 1:33 pm

Thanks @landman !

You bet ;)

landman wrote:* What are you using to make animations?


It's a combination of methods. Some animations like enemies, are all sprite animations (frame by frame) Player animations are controlled by both frame by frame and some 'lerp' - to create smooth movement. Player is 3 parts (each with animation frames) - connected together by image point and lerp.

landman wrote:* When creating pixel styled artwork, what size is the smallest "pixel/block" size used?


1x1 pixel depth is the smallest. Generally I will create pixel art at it's smallest size and scale up accordingly whether by scaled image increase (via photoshop or art program) or via events within Construct

landman wrote:* Are the particle effects actual particles or pre-animated effect?


Pixel art used in primarily particle effects. ;)

Pushing for an update to demo this evening. Will post on changes, and progress.
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Post » Mon Nov 09, 2015 5:11 pm

@facecjf any status updates? you haven't posted in a while.

also, did you use a tutorial or get thread help for your boss' mechanical arm? I'm trying to make a mechanical 2 jointed arm for my player (ship) sans physics..it will be controlled by the right analog stick so that might different than your usage. Haven't been able to find much searching the forums.
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Post » Mon Nov 09, 2015 9:20 pm

jobel wrote:@facecjf any status updates? you haven't posted in a while.

also, did you use a tutorial or get thread help for your boss' mechanical arm? I'm trying to make a mechanical 2 jointed arm for my player (ship) sans physics..it will be controlled by the right analog stick so that might different than your usage. Haven't been able to find much searching the forums.



I've been slowly working on it.. :/ Made some career changes and really haven't had as much time to work on it.

I asked for help in the forums https://www.scirra.com/forum/viewtopic.php?f=147&t=129001&p=907977&hilit=ropes#p907977 And was directed over here : https://www.scirra.com/forum/viewtopic.php?f=147&t=79670&p=652177&hilit=rope+physics#p652177

To be honest... I don't fully understand how it works. :lol:
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Post » Mon Nov 09, 2015 10:06 pm

facecjf wrote:Made some career changes and really haven't had as much time to work on it.


cool...I hope the new career is game or art related!
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Post » Mon Nov 09, 2015 10:15 pm

jobel wrote:cool...I hope the new career is game or art related!


I wish it was game related! I actually just got out of the design industry after 13 yrs of freelance work. Had a good run, but needed a change.
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Post » Tue Nov 10, 2015 1:21 am

too bad, I wish I could employ you, you have great game-art skills!

but sometimes leaving the "entertainment" industry is good especially when you need more stability..
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