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Devblog 36





Hey guys! This week has been steady progress although not visable I have redone the entire movement system to incorporate physics better this will allow features in the future such as water! Here's some progress with water mechanics I've been working with:



As other features go I have redone the grapple system as well as add some nice key press graphics so you guys can see what's going on in terms of controls in gif's:



And I've added butter-ups and batteries to help you through the levels!



-Greg



Trevor is currently working on the SFX. He's made some good progress so far. This isn't really something we can share without a context but when the sounds are integrated to the game, you'll see, rather hear, how that goes.



I’ve been doing a lot of research in order to understand the perspective in games. I was very puzzled at first so I asked for help over at pixilation and pixel joint to have a better understanding of what was going on. The good news is that I did get help from some wonderful people (well, they were wonderful enough to help me out anyway). Sometimes you never get a reply and no one bothers but I was actually pretty lucky this time around and got plenty of help.

So, this week has been mostly me practicing in order to have a better understanding of perspective. It is important that I have a sound knowledge as I won’t be able to create good tileset otherwise.

The two threads are available here and here. I would recommend reading the whole threads for those of you who are interested about this.

Here's a sample of the various edits I've gotten by various people:
By jalonso, over at pixeljoint:



By dpixel, over at pixelation:


Same author, different edit:


By Cyangmou, over at pixelation. He said that this picture should not be taken out of context so make sure to read the thread if you'd like to find more:



I did rework the boss. I included many suggestions, including Zorg’s idea about the teeth. I hope you guys like it better. Speaking of which, thanks again for that little drawing, Zorg (if you’re reading this). Those little sketches sometimes can be a nice push when you’re out of ideas.

to


Apart from that, I spent more time dealing with general management. Ah this takes so much time. I guess it’ll end up taking less as I get better at it.

I’ve been spending time finding out about PR agents and such. We also want to have a team chat together once a month, this was Greg’s idea. Sometimes I’d like to just focus on drawing but… you know, it’s my project so I need to manage it, right?

It’s been difficult to get in touch with certain members of the team and that’s something I want to find a solution to. Not sure what the best way to do this is. On one hand I don’t want to ask too much out of the guys but in need to keep in touch with me often. Communication is key as they say.

I think those team chats will be nice to get some creative juice flowing. I still feel like the game is missing that little extra special touch you know. The foundation is there but there’s something missing. The grapple, while nice, isn’t enough I think. There’s the getting out of toaster skill too but that’s not enough for me too. Oh well, we’ll find something I’m sure.



It wasn't handed in, unfortunately.




"Tell a funny story that happened to you while working on the game."

Okay there's been two funny bug's I've had while working on STG the first of which still baffles me.

I was implementing bubbles and had code so that it would do nothing but float upwards, there was nothing else acting upon it and nothing to generate any more bubbles. and well, here's what happened:


Not a clue! after a while I gave up, deleted it and started over :')

The second one was today when I was testing out tilting on the duck:




As you can see Pan doesn't tilt with it, so I decided to turn on tilting and invented the superman action roll!

I thought this was pretty cool and rather funny.

Have a nice week guys!