Showing 41 to 60 of 140
41. Posted: Wed 19th Aug 2009 21:14 BST
@Adam: WAVs can work, but I'll be converting them to OGGs so I can keep the archive size down. As for implemented game features, I haven't done anything yet - you can move and jump around, and that's it. Besides being able to shoot, I'm planning on adding the ability to swing on ropes and grab ledges. What I'm looking for are gameplay elements - anything you can think of, whether it be a type of boss, an obstacle, enemy, ability, anything.
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42. Posted: Wed 19th Aug 2009 21:15 BST
@Adam This is an example of music that I find perfectly bearable even when looped infinitely. pixelman hates it though, so don't make your music anything like that. You're welcome.
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43. Posted: Wed 19th Aug 2009 21:18 BST
@pixelman LOL. Sorry didn't know you were only 16,or a nerd, but are you thinking of game development as a future career? I think you should ,the world need's more 2D games
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44. Posted: Wed 19th Aug 2009 21:20 BST
Hope all works well for the game. Sounds pretty good so far
45. Posted: Wed 19th Aug 2009 21:23 BST
@Odnetnin: No. Comment.
@Adam: Something like this would be ideal (maybe more of a tune to it, but you get the idea):[youtube:C1zFf4RYbZQ]
@Luigi78: I absolutely love making games, but I don't think I'd enjoy it as a career. I will continue creating them throughout my life, but I most likely won't be doing them for a living.
Edited on Wed 19th August, 2009 @ 21:23 by pixelman
46. Posted: Wed 19th Aug 2009 21:33 BST
If it is going to be a game without upgrades and experience points (not sure if you've decided on either), the character should be pretty agile. I think double jump is over used, but I don't mind it. Sliding would be good. Swinging sounds good, too.
Climbing up ledges you can barely reach would be a nice feature, but perhaps make it so you have to rapidly press a button or hold a button to do so, rather than just have it automatic like in the GBA Metroids. It would add some excitement if you have to quickly climb up a ledge while being shot at.
Perhaps a shield, but if the character is agile enough, you might as well just force him to dodge shots.
If you do use upgrades like in Metroid games, I think it's best to take either the Metroid or Super Metroid approach. In the first game, you can only have one weapon at a time, which keeps the game from feeling linear since your weapon isn't necessarily just getting better and better -- you have to choose wisely (though the weapon selection is pretty limited in that game, you basically want either ice or wave beam). Super Metroid is interesting since you can combine some weapons, so again you still have choice rather than just wanting to constantly use your biggest and best weapon.
Cave Story has a very good weapon system now that I think about it, too.
As for bosses, if you haven't already, you should check out An Untitled Story. I quite like those bosses. They're all quite simple, something the game strives for in all it does.
No game I've ever played had a feature to create bosses, so it's hard for me to imagine where one would even start. However, in the Jumper Two editor I made what I called boss levels using these objects called shooters. They're just stationary objects that every couple seconds shoot a projectile in the direction of your current location, so you can easily move these around in an editor to make interesting possibilities. Something like that would be useful to have in the editor.
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To the bear arcades again.
47. Posted: Wed 19th Aug 2009 21:38 BST
Oh, just saw that video. I like that. I could see making something like that and having a melody slide in softly at first and gradually become more intense and intricate. I wish I were more experienced and could do something where the intensity were variable based upon the screen you're on. I think Galaxy did something like that, right? But that's not something I'd know how to do.
Anyway, yea, I would imagine something between that video and Metroid for NES. Mostly ambience, but with an electronic, alien-ish tune coming in. I could put small buffer corridors between areas where the music will fade to nothing or almost nothing (like the little hallways joining areas in Metroid, or before Dr. Wily in Megaman) so that I can switch to a similar track with melody for more intense areas, rather than having the music intensify randomly even if you are just sitting idly or trying to do some basic task like swing across a rope, haha.
Edited on Wed 19th August, 2009 @ 21:40 by Adam
48. Posted: Wed 19th Aug 2009 21:39 BST
[youtube:gQX6QJV54rA][youtube:QyjjGuungvk&][youtube:d8kVXqFXOGE]Yeah, I know it's not very good, but it totally sufficed for me throughout N+ though that was probably because it didn't detract from the gameplay.
Edited on Wed 19th August, 2009 @ 21:51 by Odnetnin
49. Posted: Wed 19th Aug 2009 21:42 BST
Oh wow, I don't like that either. Not a fun of the types of sounds used or the melody itself, though it's mostly the sounds.
50. Posted: Wed 19th Aug 2009 21:45 BST
@Adam: Woot, thanks, I like those ideas. And I will be doing upgrades, ala super metroid and zelda.
For the music, just a looping soundtrack kinda like what I posted (merged with what you suggested) would be great. If you could, some hyperactive boss music would rock too.
@Odnetnin: Stop torturing my ears! N+'s music (of all things) doesn't fit this type of game, lol.
Edited on Wed 19th August, 2009 @ 21:46 by pixelman
51. Posted: Wed 19th Aug 2009 21:49 BST
I suppose opinions can differ...
52. Posted: Wed 19th Aug 2009 21:58 BST
I don't think so.
53. Posted: Wed 19th Aug 2009 22:05 BST
Odnetnin wrote:I suppose opinions can differ...I don't think so.
Oh. I guess not.
54. Posted: Thu 20th Aug 2009 17:34 BST
Heeeeere we go, in-game screenshot:
And the hero's run animation:
Edited on Thu 20th August, 2009 @ 19:31 by pixelman
55. Posted: Thu 20th Aug 2009 17:49 BST
Deliciously tantalizing. Don't you find it weird when someone compares art, pictures, or video to yummy food?
56. Posted: Thu 20th Aug 2009 18:12 BST
Ok, that looks really cool!
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57. Posted: Sun 30th Aug 2009 21:03 BST
@pixelmanI thought you were makiing a game with the guy in your avatar.
58. Posted: Sun 30th Aug 2009 22:07 BST
@SonicMaster: I was, but I was making it in Java - one of the most atrocious languages known to (pixel)man.
59. Posted: Thu 3rd Sep 2009 19:12 BST
Subscribe to Nintendo Life on YouTube
60. Posted: Thu 3rd Sep 2009 21:06 BST
Very nice. And I like the idle animation. It's so simple, but it makes it feel alive.
I started messing around with my keyboard while watching it. I'm thinking just some simple wind effects with a slow, low electronic melody with just a simple bass drone occasionally. I'm not currently equipped to record keyboards, but that ought to be changed by the weekend. Supposed to be playing keys on a couple songs for a show in Mobile this weekend (who knows why we're playing so far from home).
Anyway, are you planning to have different environments or at least color palettes? For more action-intensive areas, would you be against chip-tune-y NES-ish sounds? Or would you rather "real" instruments? As a Metroid and Super Metroid fan, I'm very partial to electronic sounds for exploring alien worlds.
When I have some stuff ready I'll post it here to give you an idea (no telling when that'll be), and you can feel free to shoot it down if it sucks or doesn't fit. I've never done this before, so you can't hurt my feelings.
Edited on Thu 3rd September, 2009 @ 21:12 by Adam