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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jun 19, 2017 10:09 am 
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Lawful Evil
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I'm not sure if the rainbow look works very well on UI elements that are partially against the background. It might be easier to process visually if they go from blue to red, as you use in the status screen.

How would you obtain Cherries?

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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jun 19, 2017 11:12 am 
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Yeah, you're right, it is hard to see. Let me give it another shot. The arrows are directly from SMB3:

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Cherries would probably be obtained by defeating enemies. And that's as far as I got. Chances to get Cherries would be reflected by the stat Style (or "Luck"), depending on Style#/Out of 100.
I've been seriously considering adding more to the game than this, but that's for it's own thread.

 
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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jun 19, 2017 11:25 am 
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So, I've been developing something over a couple of weeks (with varied amount of work, haha). I just really love the idea of fighting games, or other type of games in general, with a character roster. A roster where each character is unique, and the excitment of adding a new character to the roster. You get the idea. So I've been trying my best to make a flying-type-fighter. Where you fly in 8 directions, and have a set of moves.

How it works, is that you have health, but knockback is still important, because if you get knocked into the edge of the screen, you take damage, and the damage you take depends on how fast/strong the knockback is. So trying to stay in the midle is important. I've tried my best to program Computer AI, where he flies around, uses random moves, but also uses specific moves in specific situations (for example using a melee attack when he's up close to you).

Each character (2 characters for now) have 6 moves: 3 specials and 3 normals. They also have a rechargable dodge, which makes you invincible for a second or two. Keep in mind that a lot of things in this demo you find below is not final. Music, menu, character select screen, game backround, etc. are all placeholders. This demo is for testing the main gameplay.

I wanted to remove the barrier of "nah, that doesn't fit in this game", and instead implement as absurd characters as possible, where anything can work. So for now, I've thought of 4 characters, where two of them are playable so far:
-Toilet Jr.
-Mr. Pizzaman
-Captain BigBelly
-Queen Donut the 3rd

Below are pictures and a download link to the demo. I advice maybe playing against Player 2 first, so you can freely test the movement and engine, and then try against CPU player to see what you think. I really hope you like it! (I'm a bit scared, since I have literally NO idea if this game could have big potential, or if it's a gigantic piece of trash of a joke...)

DOWNLOAD: https://www.mediafire.com/?ix90ca92jx02n6r

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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jun 19, 2017 11:45 am 
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Lawful Evil
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Yakibomb wrote:
Yeah, you're right, it is hard to see. Let me give it another shot. The arrows are directly from SMB3:

Image Image



That arrow coloring is a bit better. A white outline (like the normal HUD has) might help them stand out a bit more, too.

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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jun 19, 2017 12:25 pm 
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Magnemania wrote:
That arrow coloring is a bit better. A white outline (like the normal HUD has) might help them stand out a bit more, too.

What do you think of this?
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I think it's definitely better.

 
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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jun 19, 2017 12:51 pm 
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Yes, that's a significant improvement. They're quite easy to see now.

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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jun 19, 2017 2:03 pm 
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Thank you. One last thing, to keep in lieu of SMB3, here is another UI.

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Thoughts?

 
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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jun 19, 2017 2:37 pm 
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I do like the idea of making your hack a bit more independent by giving it its own UI art. I like your design a bit more than SMRPG's, though I was never fond of SMRPG's style in the first place.

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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jun 19, 2017 4:35 pm 
Cliax Codec X Splatoon
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To remove stutter when scenes are first loaded, I now load scenes asynchronously and display a loading screen instead.
Due to the scene being so quickly loaded, it's very brief here, but it's the only instance in the entire game where the cogwheel of the Cliax logo actually spins.

Now I just need to fix the fading transition that broke when upgrading Unity some time ago :(

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Cliax Codec is a combination of top-down and third-person shooter. The gameplay will blend platforming, puzzle and shmup elements together to create a unique gameplay experience. You will take control of four playable characters which rise against a team that seemingly wants to take over the world - but are their motives really that cliché, or are there deeper motives behind their actions?

Currently designing Chapter 1-6, 5%

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 Post subject: Re: W.I.P Topic.
PostPosted: Wed Jun 21, 2017 7:36 pm 
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Combat in this game is gonna be pretty neat. Trying to make a hybrid of a 3D platformer and a fighter. Its pretty cool! The platforming aspect will mostly consist of spacial awareness, such as the example GIF where you can walljump to approach (also works very good as a dodge) an enemy. I think Im gonna encourage tactics like these by having very few/no invurnability-frames while rolling, so you have to be a bit creative. Does that sound reasonable? My game design might not be bulletproof.

Spoilers - that is the final boss. Dont ask why I made him first.

 
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 Post subject: Re: W.I.P Topic.
PostPosted: Fri Jun 23, 2017 5:04 pm 
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 Post subject: Re: W.I.P Topic.
PostPosted: Fri Jun 23, 2017 6:09 pm 
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Something tells me I like where this is getting to..

Castlevania Style! Awesome stuff!

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 Post subject: Re: W.I.P Topic.
PostPosted: Fri Jun 23, 2017 7:48 pm 
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I haven't been here in some time. These WIPs show a lot of promise.

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 Post subject: Re: W.I.P Topic.
PostPosted: Sat Jun 24, 2017 4:18 am 
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SuperArthurBros wrote:
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Super Mario Bros DX 2?! o_O

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 Post subject: Re: W.I.P Topic.
PostPosted: Sat Jul 01, 2017 2:30 am 
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 Post subject: Re: W.I.P Topic.
PostPosted: Sat Jul 01, 2017 3:14 pm 
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A high-speed Mario game is a good idea, but the engine looks very unrefined so far. I'm excited to see where it goes. I dont think Ive seen that NSMB2 custom with Kopejo tiles before.

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 Post subject: Re: W.I.P Topic.
PostPosted: Sun Jul 02, 2017 2:00 am 
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 Post subject: Re: W.I.P Topic.
PostPosted: Sun Jul 02, 2017 2:01 am 
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Ok, I see how this is going! Awesome!!

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 Post subject: Re: W.I.P Topic.
PostPosted: Mon Jul 03, 2017 7:48 am 
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 Post subject: Re: W.I.P Topic.
PostPosted: Tue Jul 04, 2017 2:59 am 
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Fungi Cappani - A platformer with spores

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