AlexM Posted March 15, 2010 Report Posted March 15, 2010 been doing more programming than art lately. Almost finished making this game, used AS3 and Flixel. Did all the art assets and music myself, so gimme a break youtube direct link (if embed isnt working) Very nice! Music is really cool! I think you could do a lot better with art though. Something like Metroid (NES) would fit perfectly with this setting. Haha yeah, I admittedly haven't spent a ton of time on the art side, it was to learn the language and library. I'll give the player a do over at the very least. I'll probably make him a bit bigger so I can have more drawing room. This is sort of a practice project for a metroidvania game Quote
Sentura Posted March 22, 2010 Report Posted March 22, 2010 what's the premise? i sort of get that you have to find the key then get back to the door, but where does the loop come in? Quote
neotic Posted March 22, 2010 Report Posted March 22, 2010 Just some Matinee tech for my level for my thesis. http://www.youtube.com/watch?v=XIRbk8czsMM Quote
AlexM Posted March 23, 2010 Report Posted March 23, 2010 what's the premise? i sort of get that you have to find the key then get back to the door, but where does the loop come in? The title "the Loop" actually stems from the short story I semi based this off of. The loop is actually a portion of an underground train tunnel where there's a rock that sort of consumes you and puts you in a stasis. Regardless you're also continually looping through a main hub type level fetching souls (those blue sphere key things). I've begun to elaborate on the soul collection (the more you collect and the more health you have when you complete the game affects the endings). I spent the last couple nights working on it and put up a playable version you can try here: http://mahwebspace.levelism.com/flixel/ ... Tixel.html -soundtrack I did in musagi -new tiles -level2 fleshed out to act as main world -tutorial in 1st level (floating text stuff) -Tracking system that points you in the direction of the soul or door you should be heading towards -An attack system that will eliminate all enemies close to you at a cost of health -stats, intended to be used with flxkong -player motion tweaked -all enemies tweaked and changed to some degree Quote
Campaignjunkie Posted March 26, 2010 Report Posted March 26, 2010 Hospital hub map for PQL4 mod ( viewtopic.php?f=22&t=15034 ) Quote
Sentura Posted March 26, 2010 Report Posted March 26, 2010 what's the premise? i sort of get that you have to find the key then get back to the door, but where does the loop come in? The title "the Loop" actually stems from the short story I semi based this off of. The loop is actually a portion of an underground train tunnel where there's a rock that sort of consumes you and puts you in a stasis. Regardless you're also continually looping through a main hub type level fetching souls (those blue sphere key things). I've begun to elaborate on the soul collection (the more you collect and the more health you have when you complete the game affects the endings). I spent the last couple nights working on it and put up a playable version you can try here: http://mahwebspace.levelism.com/flixel/ ... Tixel.html -soundtrack I did in musagi -new tiles -level2 fleshed out to act as main world -tutorial in 1st level (floating text stuff) -Tracking system that points you in the direction of the soul or door you should be heading towards -An attack system that will eliminate all enemies close to you at a cost of health -stats, intended to be used with flxkong -player motion tweaked -all enemies tweaked and changed to some degree you really need to fix friction/acceleration when landing on a platform from a jump. i "overjumped" platforms a few times, and it gets tedious when you have to calibrate for it. other than that, it's interesting. i kinda wanna see where you're going with the story... Quote
JeanPaul Posted March 26, 2010 Report Posted March 26, 2010 A bit too green if you ask me. A subtle background hue would look much nicer (reference the matrix) Quote
AlexM Posted March 26, 2010 Report Posted March 26, 2010 you really need to fix friction/acceleration when landing on a platform from a jump. i "overjumped" platforms a few times, and it gets tedious when you have to calibrate for it. other than that, it's interesting. i kinda wanna see where you're going with the story... I'm not happy with that either, I'm trying to emulate the mario NES style of motion. I'll keep working on that. I may just disable the slide when you land completely. Quote
Bluestrike Posted March 26, 2010 Report Posted March 26, 2010 My texture skills suck so bad, I hope this looks somewhat decent as I'm biased :-) Quote
destructo Posted March 26, 2010 Report Posted March 26, 2010 Hospital hub map for PQL4 mod since it's not meant to be a realistic place, you could get more creative & do some freaky false perspectives or optical illusions in the texturing. or even have multiple corridors with the same arrangement that you teleport between, like a bright clinical green one & a lynchian dark corridor with purple velvet curtains instead of doors (& optional dwarves), so it's like you're switching between inverted spaces. also you could flood that corridor (sprinkler particles)- raytraced refs on floor would be good Quote
penE Posted March 28, 2010 Report Posted March 28, 2010 Finally found some time to work on my Mos Eisley map again lately. This is how it looks like atm: I know it's no Crysis or sth., but I just wanted to bring this to an end. Hope you like it Quote
ShockaPop Posted March 28, 2010 Report Posted March 28, 2010 That looks real nice penE. I really like the first shot. Quote
neotic Posted March 30, 2010 Report Posted March 30, 2010 My current project... still a work in progress. Quote
Minos Posted March 31, 2010 Report Posted March 31, 2010 My current project... still a work in progress. Nice architecture and composition but man, lose the bloom and post effect filters. I'll be brutally honest here: they are making the level look pretty crappy. You could have a much prettier scene with better lighting and no crappy filters. Really, you got a killer scene underneath all those filters, just get rid them asap!! The tricky part of using the unreal 3 engine is actually making your game NOT look like an unreal 3 game. Only a few succeed imo (Mirrors Edge comes to mind). Quote
-HP- Posted March 31, 2010 Report Posted March 31, 2010 BLOOM!! I really feel like being an ass here and ask if there's a level behind that bloom filter, but since I'm a good person, I wont! Yeah man, get rid of that! Nice environment / architecture tho. But it needs light, colors, contrast, and variation. Quote
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