13 March 2024, 19:48 | #41 |
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13 March 2024, 20:34 | #42 | ||
Pixelglass/Reimagine
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Quote:
Quote:
Btw, if you'd like a little bit of extra feedback here are a few other details to consider: 1) Some gfx glitches, like the thin horizontal line above the player and enemies. I've noticed various other such lines or rogue pixels with various player and enemy frames. 2) The player sprite gets completely glitchy sometimes, with some frames failing to render properly (it seems it just renders completely messed up). If you go frame by frame in any of the above gameplay videos you'll be able to spot them when the player attacks. 3) Would be nice if the enemies gave more feedback with each hit they get. F.e. currently they will stay completely still in their 'hurt' pose and there's no way to tell if your hits (besides the first one) actually register. Possible things that could be done about this: - Make them shake a little (while in their hurt pose) with each hit they get. Like in Streets of Rage 2 f.e. - Make them flash once they receive the hit or add an impact effect - Blood or some other 'sweat' effect or liquid spilling with each hit. If you can actually make this effect do a small arch in the air and hit the ground (say Mortal Combat like), this will definitely make hurting enemies immensely more gratifying! Besides the above, worth noting is that I've noticed the slash sounds already contain the impact/hit which plays either you've actually hit an enemy or not. This makes it even more confusing especially vs enemies that take more punishment before they go down (so you might as well hitting air but the sfx is telling you you've hit something). Probable solutions here would be to split the 'woosh' sound from the 'impact' one, so the 'impact' only plays when you've hit something. 4) Some enemies suddenly disappear when they die (ex the big green/blue one). I imagine this was also done to save ram. What you can do here is fake his death by using either his hurt frame and flash/shake it for a while before he disappears. Or you can use the frame where he knees down. A dying sound would also be useful (could be the same sound when he gets hit only played in a lower key). 5) Similarly, barrels just disappear when they hit you. This also seems to need some sort of effect. Keep up the great work mate! |
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13 March 2024, 21:39 | #43 |
Inviyya Dude!
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Thanks for the feedback, Tsak..
Some great ideas in there... |
14 March 2024, 01:51 | #44 |
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Well this looks amazing. Can't wait to get a copy myself. Glad to see talented folks are making new games for us!
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14 March 2024, 02:14 | #45 | |
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Havnt had a chance to play it yet, will be Monday, but can't wait, fantastic work as always! |
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14 March 2024, 09:44 | #46 |
Inviyya Dude!
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First try for the new slash gfx..
That red line around it will probably be gone when I am finished. |
14 March 2024, 10:46 | #47 |
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I think some sort of tansparency on that slash would *Maybe* look better?
That solid color blocks a lot of gfx |
14 March 2024, 11:04 | #48 |
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Like the color gradient a lot! What about having pseudo-transparency by making it flicker like they do in a lot of neogeo games?
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14 March 2024, 11:05 | #49 |
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14 March 2024, 11:06 | #50 | |
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So I could only achieve that effect by flicker the whole player, and I guess most people won't be okay with that... In the end, we are talking about an almost naked 500 here. There are restrictions... Last edited by Tigerskunk; 14 March 2024 at 11:51. |
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14 March 2024, 12:16 | #51 |
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14 March 2024, 12:41 | #52 |
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14 March 2024, 14:51 | #53 |
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Looking OCS awesome and gameplay looks nice and smooth with cool animations Can't wait to play this on my Amiga 1000
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14 March 2024, 15:36 | #54 |
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14 March 2024, 18:30 | #55 |
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Looking great! Awesome work
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14 March 2024, 20:26 | #56 |
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15 March 2024, 03:22 | #57 | |
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It means a lot for the community to be able to give feedback and for it to be taken on board, I really hope it makes for a better game. Thanks mate |
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15 March 2024, 08:22 | #58 | |
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15 March 2024, 10:12 | #59 | |
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But as it is now, it looks good anyway.. I will release a video in a few days.. Reworked the white slash color... Now it's quite colorful... |
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15 March 2024, 20:48 | #60 | |
Pixelglass/Reimagine
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Besides the issue at hand I find the actual feedback from people in this case kinda fascinating. It is one of those cases that you'd get correct identification of something that doesn't visually work somehow but failing to understand why and what should be done to correct it. Sooo many comments with people suggesting the correct solution would be to make the effect transparent and assuming this is the issue... Anyone having second thoughts please tell me what makes the above slash effect example and pixel art great: 1) Is it because it is transparent? (hint: it's not) 2) Is it because it flickers? (hint: it definitely does not flicker) 3) Is it because the effect is small or discrete? (hint: nope, it is massive) 4) Or is it perhaps that it is nicely drawn and animating properly? Anyhow.. rant off, back to OT now |
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