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Re: New Video [Re: Superku] #438040
03/05/14 12:23
03/05/14 12:23
Joined: Mar 2002
Posts: 7,726
old_bill Offline
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old_bill  Offline
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Great Progress, count me in for a Greenlight sale laugh


Success is walking from failure to failure with no loss of enthusiasm.
Re: New Video [Re: Superku] #439228
03/29/14 06:22
03/29/14 06:22
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
DLively Offline
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Posts: 1,988
Canadian, Eh
Amazing work Superku, I find myself compelled to watch more, and can't stop!
Everything is just so perfect! Can't wait to see more wink


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Re: New Video [Re: DLively] #439467
04/03/14 10:44
04/03/14 10:44
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Netherlands
It is very good. As for the death animation, that reminded me a bit of megaman on 0:27 -> http://www.youtube.com/watch?v=n5NwDATt6o0. Maybe make the body parts (/current death anim) one single color (like in Megaman), but than e.g. white or brown instead of blue or maybe flickering? gl

Last edited by Reconnoiter; 04/03/14 10:46.
Hub World & Progress [Re: Reconnoiter] #441874
06/05/14 09:55
06/05/14 09:55
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
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Superku  Offline OP
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Oh man this game is so hard and unforgiving... I mean it's not unfair, when you die it was your fault and 99% of the time you can see it coming on the first try (no trial and error) but esp. the later stages are brutal like old NES games.
However, to make the game less frustrating some (more) levels now have checkpoints.

I've changed the game around a little, you now can and have to collect coins in each level (50%), they are not hidden but sometimes hard to get, to pay someone who lets you advance through the portal at the end of the level to the next stage. It's not only there to provide some replayability and liveliness in each level but as a gameplay device because I can guide the player through the stage that way like in Mario games.
I've added a first version of a hub world too (thanks to JustSid for consulting!) from where you can access each level individually and as often as you like. In the screenshot below you can see the new portal (and thus level end) graphic. Behind each portal there will be a small version of the level or notable elements from the stage as one would expect from a hub world.


(If anyone has a better idea where to put or how to include level information please post it here.)

The main reason for my post/ update: There is only one level left to create (and 1/3rd of a bossfight), then the whole game will be at least completely playable!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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Re: Hub World & Progress [Re: Superku] #441885
06/05/14 12:13
06/05/14 12:13
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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Whoo good news! Hub world looks cool, i like the swirl effect


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Re: Hub World & Progress [Re: MasterQ32] #441890
06/05/14 14:13
06/05/14 14:13
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
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Superku  Offline OP
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Thank you!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Hub World & Progress [Re: Superku] #441892
06/05/14 14:27
06/05/14 14:27
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Posts: 2,210
Bavaria, Germany
You could show a preview image (or multiple ones fading) when you select a level.
also you could highlight the currently selected level a bit.

regarding the level information: placing them in 3d space with some nice animations would be cool... however I don't have any specific ideas (and maybe it's not worth the effort)

edit: almost forgot ._.
looks great, can't wait for the release (yeah I know, you get that a lot but I'm really looking forward to it)


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Re: Hub World & Progress [Re: Kartoffel] #441893
06/05/14 14:36
06/05/14 14:36
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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alibaba  Offline
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Woah awesome!

Have already made plans about selling?
Like Steam, Desure etc.
I would definitely buy it!


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Re: Hub World & Progress [Re: alibaba] #441896
06/05/14 15:13
06/05/14 15:13
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
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Superku  Offline OP
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Posts: 6,861
Kiel (Germany)
Thanks again!

At first the portals showed a simple preview of the level using render-to-texture but somehow this did not work out and it looked pretty bad. Now I will just put a level preview in the background as stated above (I used to have preview images before the hub world but I found that to be too old school/ antiquated).
You cannot really "select" a level in the hub world, instead you move around freely and when you want to enter a certain stage jump into the corresponding portal (and hold Up + Action key).
I've tried my text3D approach which I posted some weeks ago first but the text was either too huge or too unreadable (because of no/ FXAA, in both cases bad), especially on screen resolutions below full HD (EDIT: The stage and coin numbers are still text3D, though). As a result I had to draw it onto the screen instead. The level info box visible in the screen shot fades in smoothly when you approach a portal but I don't like the placement of it yet. Maybe I will try to implement a vertical information bar at the left/ right side of the screen (which could look disconnected and/ or inconsistent, though).

The ultimate goal of course is to get the game on Steam first, then add other options such as Desura and the like later, one at a time. This is obviously no easy task, especially the former, but I have some sort of plan I build my hope on to get enough publicity.

Last edited by Superku; 06/05/14 15:15.

"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Hub World & Progress [Re: Superku] #441926
06/06/14 19:27
06/06/14 19:27
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Posts: 1,823
Netherlands
How about a swirl portal effect around the level info box too? Or some other kind of portal / draw in effect.

Oh and those portal effects are superb.

Last edited by Reconnoiter; 06/06/14 19:28.
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