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Messages - Rotondo

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166
Games / Re: Enter the Gungeon - Isaac meets Nuclear Throne
« on: April 07, 2016, 03:42:31 PM »
I've been enjoying the game so far, overall it's really polished.

I do have some complaints mainly that:

  • All weapons feel a bit weak, even though they're greatly varied.
  • The camera freaks out when you use a controller, I wish it had an option to stay focused on your character
  • Game runs a little long, and doesn't have a save and continue later option like isaac
  • Some of the guns, mainly the charge ones don't provide adequate feedback to know when they're charged or ready to fire

But yeah, it's still a lot of fun but I hope they remedy some of these issues.

Edit: Also so far the first 3 floors feel kinda samey theme wise, similar enemies layouts and what not.

I was hoping for more spelunky style, radically different stuff you have to figure out.

167
if you want snappy, make it look like a chunk falls off each time it snaps

I thought of a neat idea while brainstorming health bars, one was a voxel based one which as you took damage it broke away.

The neat part would be that the pixels that broke away from your health would show up in world, it could be really cool but I'm good with what we have for now as it's informative.

Edit: Also next update for beta is going to be mostly refinement of gameplay and retooling of some systems.

So no woods theme yet, even though there has been progress on it.


...Also Badspot and I have a booth at PAX East again this year, I should probably make a post about that on the development board at some point.

Edit 2: There's going to be new trading cards to collect this year as well, how exciting!

168
Are you going to change up the default tile set so that every floor isn't a mirror?

Most floors are probably going to have some reflection because it looks cool and actually helps gameplay a lot at times.

In some areas like the woods it's not going to make sense but yeah I'll figure something out.

I was always a huge fan of this effect in 3d dot game heroes so I've been abusing it in every area so far lol.

Though even 3d dot heroes didn't use it on the overworld grass areas.




169
that i do

Since your character already flashes bright colors I don't want to overwhelm the player with a gui indication as well.

Though it might be a good idea to make the damage flash that happens to players different from what happens to monsters.

the gradient on the health and mana bar look really out of place with everything else being just flat colors

edit: i guess the scaling on the image just messes it up. looks fine 100%

I actually want to change the whole hud from being solid colors, it doesn't fit as well now that the game has more detailed lighting and stuff.

Also there is still a bit of an issue when I don't have it pixel perfect scale, I want to make it so I can make it 14 pixels tall if I want since that seems to fit the gui more.

you have a lot of health

can the health bar extend past the window

I actually spent the past year developing special window tech that allows me to render outside the window, your lifebar can extend into next week!

Anyway, that was just a test, it's not actually going to go that long as it's pretty distracting.



Since we're working with a bigger dungeon layout I improved the paths a bit so they're now a bit exciting.





*Lighting turned off so you could see it better

170
Games / Re: Enter the Gungeon - Isaac meets Nuclear Throne
« on: April 05, 2016, 01:11:59 PM »
Every developer I've heard talk about the subject says that doing online coop for a game like this (bullet hell/twitch game) is extremely difficult

It is extremely difficult, not to relate to my game again but you'll notice that no projectiles really travel too quickly in it.

Even the things that do travel fast in game you'll notice have a wind up and  a really predictable pattern.

It's not fun to have an enemy shoot on the server, then half a second later you see it on your scree only to realize you've already been hit.

There are ways to get around this though, it's definitely doable.

You just need to run a lot of stuff on the client as well, and trust it a lot more.

Edit: If anyone's interested look up rollback netcode, or ggpo. They use it in many fast paced shooters like counterstrike, or in fighting games like skull girls.

171
Games / Re: Enter the Gungeon - Isaac meets Nuclear Throne
« on: April 05, 2016, 12:40:07 PM »
I was gonna buy it but there's no online coop.

This makes me feel a bit better about my own games odds, but not every game needs online play.

Especially since it can add years to development time.

172
Games / Re: Enter the Gungeon - Isaac meets Nuclear Throne
« on: April 04, 2016, 11:40:25 PM »
Game looks pretty fun, pre-ordered it a few minutes ago.

Looks like they put a lot of effort and polish into the game.

173
The new GUI looks really lovey.

I'm happy you like it.



Bit more info:

The gold, strength, and shield rating are going to soon be context sensitive so they'll hide out of view when not relevant.

I think I'm going to change to a new font as well, not really a fan of the old atari font I've been using.

Making a gui I don't hate is hard, since I'm not particularly well versed in them.

174
Another new shot:



I changed up the path generator a bit, so now cool things like this can generate.

175
i vote for a more pixelated gradient bar, but having it smooth works i guess.
you're still gonna put the HP values on the bar itself, or next to it, right?

It's pixel perfect right now, at least vertically, horizontally it's smooth for gameplay purposes.

i vote for a more pixelated gradient bar, but having it smooth works i guess.
you're still gonna put the HP values on the bar itself, or next to it, right?

Leaning towards not having health values displayed at the moment, trying to remove as many things as possible from the gui.

as for the snapping you could have the bar flash white for a couple frames to symbolize the mercy time (if applicable) and then snap

Not sure I follow, mercy time?

Will there be some sort of option or a way to mod the game to not have a Dark Souls type health bar? I don't know why, but it's harder for me to keep track of health that way and distracts me.

It's torque so even if I don't distinctly add a way to mod things, you guys can override most script gameplay stuff.

You could easily change it to just numbers or heart containers if you wanted.



Nothing really new to show with gifs or pics, but I overhauled a lot of the movement of the game.

Next beta is going to have brown townog movement, more solid attack/alt attack feel, and monsters now knock you back when you take damage.

The latter was a bit tricky to get to network right and not cause jitter or delay for clients with higher pings.

I also made it so there's a bit of a period where you can't fall into pits when doing the camera transition, this prevents those situations where you unfairly fall to your doom when you can't see it.

Two random screenshots to share:

This one I just found nice looking, really happy I redid the graphics.



This one if you look close, I found out that the stock torque centerPrint and bottomPrint overlay was still there.



That's honestly not that interesting but it's just funny to think how old that piece of gui is.

176
Off Topic / Re: I made badspot in blender.
« on: April 04, 2016, 08:12:18 PM »
No one's asking for this story but I think it's funny so I'm going to share it.

This is the story of how Badspot's Blockland avatar became the pink faced creation that you see in many videos.

You see being a game developer you end up running numerous copies of a game you're making, in general you want to start with default settings and preferences to make sure things are working.

This lead to Badspot constantly joining a server as a default Blockhead, as he never had his normal avatar saved while testing things.

One day when Playing on the block party, he joins under a random test build to see if things are functioning.

I was playing dressed up as a caveman at the time, I comment that he should put in some effort for his Blockhead's appearance since he's the creator.

As a joke he goes into his avatar settings, changes his skin to pink, and his face to the mongler.

At this time apparently filipe was on and saw badspots avatar as the pink faced man, which he then used in this video:

https://www.youtube.com/watch?v=VdAqpo2Efc8

Coincidentally that is also the exact build that was on the block party during the time this happened.

This lead to a few other videos using the pink blockhead as his avatar:

https://www.youtube.com/watch?v=vlmVwJVWb2Y

https://www.youtube.com/watch?v=NyJoW2FCZIg

https://www.youtube.com/watch?v=N_y13NyoZLw


I always found it humorous that people still reference his avatar as the pink faced mongler it times.

And that's my random story for the day, tune in next time when I reveal what actually happened to shoe RP.

177
Can't you have the health, temp. health, and background be solid colors and just have the gradient as a transparent layer over all of that? It would make editing the gradient easier since you wouldn't have to edit the red and yellow bars and the background

I could, but this gives me more options when I want to change it later.

The experience bar already uses a different style of gradient on certain parts for a different effect.



Somehow I never thought to try this before.



High res link: http://i.imgur.com/l3GgEtb.gifv

It's surprising how spot on the debris spawning is, I'm happy the optimizations I made to the debris rendering paid off since I can do this at a really good framerate.

The killer is sadly that each debris object is a torque instanced c++ object.

Might try to put this in the PAX East demo.

178
Would it be possible to do pixel perfect but with animated transparency dithering?
Kind of a weird idea and might be time consuming. Maybe I'll demo something for you to look at so you see what I'm trying to convey.

Unsure what you mean, an example would be good.



Decided to just stick with the current pixel grid for the gui so I can get things out to test quicker.



I still want to tweak the colors and a few other parts, but now it's good enough for testing.

Edit: Accidentally recorded that with the health bar set to 7 units tall but at 8 units tall it's pixel perfect gradiant.

179
Maybe it's a bit harsh? What if it's smoother, more centered, and/or had a lower opacity, like, 25%?

That's actually just a quick gradient I did to test things out, final version will look better.

Still unsure if I'm going to go for a pixel perfect GUI, with big chunks or a higher pixel count.

I've been looking at a lot of game guis over the past few days and no one style really fits this game, the current blocky pixelated single color stuff looks out of place now that the games graphics have been overhauled.

180
Yeah, the snapping just makes it look laggy

Yeah, fun to mess around though.

I'm going to call this one final for now, the only thing that might change is the gradiants.



This is very responsive, and informs you what's happening pretty decently.

( And of course once right as I'm writing this I notice a bug that makes it freeze lol... )

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