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Messages - Sargon

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1
Yea I will start with characters of the same height I guess.

Tablecat, I don't think people spam the most common moves. Well they do if they are beginners, but once you have more experience with a game choosing the right move for the right time is important to win a fight.
And you want the more experienced players to have an advantage against someone who randomly mash buttons.

Here is a video where I am testing camera motion. I am not sure what to do with the camera. I tried to make it lazy following the target but that just made the camera rotate every time the characters starts or ends walking. It's pretty but kind of distracting.

The animations are placeholders.

http://youtu.be/gnabGXuVgUk

2
I have read this article:
http://www.flarkminator.com/2011/05/25/depth-vs-breadth-in-combat-design-an-interactive-visualization/

Which is pretty good and give me some terminology.
Basically you want the player to be able to easily remember and choose the right move for the right situation.
Instead of overloading the player with moves that are hard to perform and memorize.
You would also want Link moves although to me Cancel moves seem more "realistic".

What do you think? Should I have more link moves or cancel moves?

3
I made a game called Concussion Boxing for mobile.
It was a 3D fighter game but it wasn't really good gameplay wise.
The issues were that it was too slow and didn't have combos or any tactics to win the match.

I am thinking of making a new fighter game.
I want it to be 3D as well but this time it will be fast paced.
First question, what do you think of characters of different heights? How can that work out?
Basically I want to put characters from my previous games so there might be a normal height boxers versus a shorter character(maybe even half the height).
Can that work out in a fighter game?

What else do you suggest to think of before I commission for art assets?
I am thinking about 4 characters and 4 locations.

What do you think of 2D collision detection? It's a 3D game but I can simplefy collision detection to always be 2D and on the axis between the two fighters.

The controls I thought about are left, right, crouch, punch, kick and jump.

Any more tips on designing a fast, deep and fun fighter game for mobile/micro consoels?

4
Development Showcase / Afternoon Hero
« on: August 13, 2014, 10:49:43 »
Hey, havn't been here for quite a while.

Just giving you a link of my latest game "Afternoon Hero".
It's a nice old school 2D platformer inspired by the ancient "My Hero" for SMS.
Yet another game that didn't get traction heh. I am working on a new game now so just thought I would link my latest game before asking about my new game.

Afternoon Hero is available for Mac, iOS, Android and FireTV/OUYA.

Game's website:

http://www.afternoonHero.com/

5


This game started out as Fatal Wars, and there was a thread about that. But I thought I should have made a new thread to avoid confusion?
Some videos:
http://youtu.be/Wdr5rsFicsk
http://www.youtube.com/watch?v=gHeLRF8TY7M&list=UU6ksJ8tXibbrbWutkEPqFLA&index=5&feature=plcp

Those are a bit older videos.
I haev sprites for both Gilgamesh's and An's armies. There is still a lot of balancing to do, but a lot of the gameplay is already there.
The game plays kind of like Archon. It has single player, and multiplayer. You play on a strategy board much similar to chess, though unlike chess when two units step on each other, a battle screen opens and they duel to the death.

I am linking a download of the alpha for the PC(there is also an Android version). If you can, please test the single player AI(it's currently set to have only archers and a solider).
If you want a multiplayer match, you can ask me how.
http://dl.dropbox.com/u/8025882/Sumerian/SumerianBlood_2012_05_09.zip

I really need any help I can get, and it's really hard to get help. So any help is appreaciated :)


6
Development Showcase / Re: Fatal Wars 2, track.
« on: October 07, 2011, 11:49:31 »
Another track that might be used in FW2, not sure. For a the battle screen.

http://soundcloud.com/pompipompi/battledark

7
Development Showcase / Fatal Wars 2, track.
« on: September 10, 2011, 22:57:09 »
A new track for my new game Fatal Wars 2.
I am not sure about this track, it's an attempt, maybe I will fix it later.

http://soundcloud.com/pompipompi/fatalwars2

8
Development Showcase / Re: I'm an idiot.
« on: August 31, 2011, 23:57:12 »
Thanks for the feedback. :)
Yea, you are right about the moonwalking, I knew it would take a lot(relatively) of work to just draw another animation cycle, and thought it looks more authentic leaving it this way.
Kind of like when games have asymetric sprites but still use the same sprite for both left and right.
You are right about the resolution. I just didn't think about it. I guess I am not experienced enough with the "user experience". Things like, what volume the music should be(which I was told is too loud, relative to other games) and etc.

Hmm, I am not sure what you mean by "The second stage", but I don't want to spoil.
I am beginning to fear people won't experience this as I ment. But, maybe I shouldn't worry about it.
(Edit: it also could be the game is harder than I thought it would be)

Thank you for the feedback!

9
Development Showcase / I'm an idiot.
« on: August 31, 2011, 13:23:27 »
"I'm an idiot" is my new short game I made.
Please read the instructions before playing, press Enter to select a menu option.
ANY comments and feedback are very welcome.

The game requires the most up to date Microsoft DX installed. Obviously, the game is ment to be played on windows.

http://www.pompipompi.net/RivelundDownloads/ImAnIdiot_2011_08_31B2.zip


10
Development Showcase / Re: Skinny, new medicore track.
« on: August 05, 2011, 17:25:15 »
The previous one was kind of weird. I know.
This one is more cheerful, coherent, but a bit repetitive. Hope you like it. Maybe I will imrpove it laters.
C&C are welcome.

http://dl.dropbox.com/u/8025882/Welcome.ogg

11
Development Showcase / Re: Skinny, new medicore track.
« on: July 31, 2011, 21:14:22 »
Another track, this is a weird on.
Hmm, sorry Mr Fish, I am not interested, but thanks. :)

http://dl.dropbox.com/u/8025882/Peaceful.ogg

12
Development Showcase / Re: Skinny, new medicore track.
« on: July 25, 2011, 20:11:45 »
Thanks Mr Fish, did you mean there needs to be 4 "channels"? Which kind of additional channel do you suggest to add?

Here is another one I was made yesterday(+today):

http://dl.dropbox.com/u/8025882/Buff.ogg

13
Yea, I think it's kind of like an orthogonal perspective. I am aware that the whole body is a bit rotated on the y-axis(what points up). I thought the knee of the right leg is point out too much.
Or maybe I didn't understand what you mean.

14
I think there is an issue with the right leg. Tell me what you think?


15
Development Showcase / Re: Skinny, new medicore track.
« on: July 22, 2011, 21:34:04 »
Hmm, instruments is the hardest part for me as well.
Sometimes an instrument will be very soft on a lower note and have stronger sound on a higher note, and vice versa, so you might need to try all sort of notes.

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