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I've also been making the animations looks nicer, even adding some kind of motion blur like you'd mentioned. The club now has a slight delay between attacks if it hits the ground, stunning the player for a second or so to make it feel like what you're swinging round is a big heavy ball attatched to a big heavy bone. As for the spear, Kip now holds it behind himself for a short while before thrusting it forwards, emulating an actual spear rather than being able to just push it in front of himself easily. This body sprite used for this isn't yet finished so again, the standing placeholder was used. Unrelated to animation I've now completed the quest that allows you to obtain the spear. Aswell as this, I'm currently coding it so that the weapons have a different attack depending on if they're used in the air or not. For the club I'm thinking something similar to spinning in the air before dropping to the ground to release a shockwave that will damage and push back enemies. I'm also messing around with "Spooce-charged attacks" whereby you perform a more powerful attack (Yes Phylum, with prettier animations : p) at the cost of your spooce. :
Thanks for the great, and helpful feedback! |
Good to hear :p
As long as that stuff was WIP the main point to take away was about splitting the image though. I can't say enough how much I hate the way GM handles images. There are so many cases when an "object" could need to be represented by multiple images, yet at least in older versions it was very awkward to run several animations at once. |
The name of the first shopkeeper you meet, the one in your home village, is called Gil.
Hue hue hue hue.. |
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Lots and lots and lots and lots of progress. Including optimisation of stuff. I've finally gotten around to fixing pretty much all of my measier code and other errors from early on in production, I'm not sure why I thought it necessary to have two variables just to decide which direction the player's facing.
I'm probably around 80% of the way towards having a demo ready for you guys to playthrough. |
I have great admiration for you in tidying up code, because once I've written a code, I typically never change it unless it actually doesn't work. That said, I've only once had a point where my coding has been so convoluted that it has actually significantly slowed down the game (outside of stupid and silly tests).
I certainly hope that progress continues to be this promising. |
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Holy shit, this looks fantastic. I can't even properly articulate how much I love this, being probably the most promising fan game in OWF history.
I can see that for most it would be an overly ambitious task, but you seem to have a huge amount of motivation behind you and I respect that man. You really know what you're doing. |
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One of the main problems I'm having at the moment is sound. I had someone who was meant to be doing some music for this but never delievered. I feel I'd be ripping you guys off giving you a soundless demo, but also ripping you off just the same giving you some stock sounds. And I really don't want to commision someone again. It's a pickle. :I |
I music, and I have exactly one month until Uni starts. I also have no experience making anything digitally, but I'm sure it can't be too hard...
Shoot me a PM or something. |
I've only done electronica music, sounds fine and all, but I don't think it'd fit in Oddworld well. Do you have sound effects though? I know a thing or two about making sound effects.
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http://s3.postimg.org/6e3qu5tsj/Meet_The_Muds.png
Should have just called this, "Meet Some Muds" but it's atleast something till I can update properly. Have fun. |
Woah! Those Mudokons are awesome! I am so looking forward to this!
The only thing that bothers me is that the Mudombie's colors look a bit "washed out", it might be because the clothes have "degraded" the same amount as the Mudokon itself in the sprite. In my opinion it looks better without the "washed" out clothes, I attached an image to show you. Remember, this is only my opinion, I think it all looks awesome and that this is turning out great! ;) |
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On a design related note, remember how Lorne wanted it so that Abe's ponytail would grow the more spirtually attuned (or something) he was? Well Kip has that, depending on your maximum Spooce count, and current Spooce ability your ponytail can be small or large. Wonderful, yes? C: E: Oh, and your tattoos will do this aswell. |
I am jealous of your ability to do creatures. I've only been able to do machines when it came to spriting.
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Anywho, I'd love to be able to give you guys more substantial updates than this, but unfortunately I stil don't have internet at home, so I'm fairly limited with what I'm able to show off. Sorry I'm poor! So here are some ways that your ponytail and tattoos will grow as your Maximum Spooce Count, and your Spooce level increases. These are just rough ideas that I drew up last night, whilst making more "casting" animations, so that using your powers wouldn't look so dull.(Phylum) Anyway, have fun! http://s11.postimg.org/zcv5ilaoj/Kip_Levelsa.png |
I have to say, I love the extremely long pony tail, and I also like the idea that tattoos actually occur naturally on Kip with enough Spooce.
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Anyway, I don't have a picture for this right now, but when pausing now opens a screen which shows your inventory; misc items, weapons, quest items; aswell as your character's status; HP: Spooce: Spooce Level, and your character's current Mission and Subquest. From here you can also use items, so that's new. Hooray for 2-dimensional Arrays! E: Oh and in my cleaning up of code, I managed to fix some n00b-esque coding I had done much earlier, thus reducing resources for Kip by half. Woop. |
So here are some pictures of those updates I've been talking about.
http://s30.postimg.org/sw4t5lin5/screenshot124.png Pause screen, including status, missions, and inventory. http://s30.postimg.org/57pbabm3l/screenshot131.png Meech Meech Meech Meech. http://s30.postimg.org/gy38rpew1/screenshot140.pnghttp://s30.postimg.org/8h3qgsa75/screenshot142.pnghttp://s30.postimg.org/mwh21xxup/screenshot149.pnghttp://s30.postimg.org/4ywby4yox/screenshot155.png And a few screenshots from the area where the first boss is located. You have to fight a released Kinto Slave, it's attacks vary from slamming down into the ground, throwing rocks at you, or charge into the walls causing boulders and debris to fall from the ceiling. Oh and I kept losing so Kip died. :I And here's an image of my new favourite area in my game. The Great Mudoko Tower, click for full image. http://s30.postimg.org/px2hw7yjh/Mudoko_West.jpg |
Oh, this is really making me look forward to seeing this released.
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Did not expect to see some Kinto. Great job on surprising me, I actually had to go look it up to remember what it was.
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Meech meech meech meech
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Hrmm?
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Get 'Im!
So I took a little break for the weekend, decided to relax and take some time actually playing games. Monday night I sat down and decide to draw up some concepts for industrial enemies, since I'd mainly been focusing on the Native and Wildlife characters. I was originally going to use the sprites that I had drawn for Slig Suicide, but then after comparing the sizes side by side the slig seemed too small and unimposing, so I redrew them. The far left is the Slig from Slig Suicide, compared to the redrawn sprites and the height of Kip.
Sligs will appear in a number of variants, ranging from different visors, to different skin tones. It's also important to note that not all Sligs you encounter will be hostile, just as not all Mudokons you meet will be hospitable. http://s16.postimg.org/jgog3i79x/Sligs_Concepts.png |
That last one is pretty freaky looking. I like how the sligs are actually smaller than a Mudokon, like how they are in the other games. The maskless Slig looks almost adorable.
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I have to say, I find your graphics wonderfully crisp and nice-looking. It's very clear and yet it retains that pixel-y charm. That you can then code something to go along with it makes me rather envious.
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http://i1270.photobucket.com/albums/...psfc0bd262.png :
Not too much I can really say on the update front without giving too much away. I've been including more of the story into the first part of the game, though I can't continue much without finishing up some sprite so here's what I'm working on at the moment. http://i1270.photobucket.com/albums/...ps2f29963f.pnghttp://i1270.photobucket.com/albums/...psd39887d1.png Pants Pending. |
Double post, but unrelated to previous update.
The very first areas I made for the game (Though currently unimplemented) were an underground cave segment filled with ruins and creeping industrial influence, along with a matching preserved version, with Mudokon inhabitants. This gave me ideas to have the player go backwards in time somehow. Though I didn't want it to be a key element of the game, and also make sense somehow within the lore of Oddworld, soo... Just like every good oddworld game the hero needs some kind of spiritual guide, whether Big Face or Raisin. Upon achieving certain requirementa you must visit the elder of your tribe in order to learn new techniques. Ofcourse just looking at him you can see he's much too old and frail to teach you anything with any great degree of effectiveness. The only reasonable course is to possess him and search his memories ofcourse! In order to learn new techniques, or learn more of the past you must play as the Village Elder in the past. http://i1270.photobucket.com/albums/...ps0a217ec5.png Here he is displaying the Spooce Shield ability, this allows you to block incoming projectiles. http://i1270.photobucket.com/albums/...psd340be38.png |