In response to The Magic Man


Got some bat ai going. It needs work, but progress.
In response to Bl4ck Adam
Bl4ck Adam wrote:


Got some bat ai going. It needs work, but progress.

The overall feel of the bats is great. Are those big white streaks that come at you supposed to be the teeth?
In response to PopLava
PopLava wrote:
Bl4ck Adam wrote:


Got some bat ai going. It needs work, but progress.

The overall feel of the bats is great. Are those big white streaks that come at you supposed to be the teeth?

Thanks! I'm actually surprised I was able to manage the ai. It was starting out so wonky

The way the animation was made, I'm sure it's supposed to to be more of a quick strike frame. With the latest work, it looks a lot better.
All the showcases on the last page look really good :o
I'm definitely partial to Bl4ck Adams game design. Almost looks like a proper/genuine throwback SNES game that I never had the pleasure of playing. Very classic look. Simple looking, but at the same time does not lack in originality
Tbh its almost discouraging at how many superb-looking projects are in the works right now. Gives me a confused boner.
Needs some polishing but here ya go



In response to Ablaz3
Ablaz3 wrote:
Tbh its almost discouraging at how many superb-looking projects are in the works right now. Gives me a confused boner.

Think about all the in-progress games that people walked away from over the years that were pretty great. Don't want to think about what sort of physical reaction that would give you.
In response to PopLava
PopLava wrote:
Ablaz3 wrote:
Tbh its almost discouraging at how many superb-looking projects are in the works right now. Gives me a confused boner.

Think about all the in-progress games that people walked away from over the years that were pretty great. Don't want to think about what sort of physical reaction that would give you.

Yeah. Be dead inside.



Any ideas concerning additional actions I can throw into this guy's ai? Right now he's just 'big guy that walks and swings slow' It's also really easy avoiding his swing (so I'll try increasing the size of his damage frame).
In response to Ganite
Just out of curiosity, does rolling do anything yet, or is it just visual? I can't really tell from the gif.
In response to Bl4ck Adam
helps get away from enemy and like basically to be evasive
Maybe some sort of enraged mode where he gets a little faster at low hp, or even just gets a little more enraged every hit. Could put a visual indicator if you wanted too, like he flashes red faster the more enraged he gets, or an exhale visual (like when a bull exhales on cartoons)
In response to Bl4ck Adam
Bl4ck Adam wrote:


Any ideas concerning additional actions I can throw into this guy's ai? Right now he's just 'big guy that walks and swings slow' It's also really easy avoiding his swing (so I'll try increasing the size of his damage frame).

Could make him charge variable or longer distances where he can become a nuisance later on because he might charge back on screen when you least expect it.

If he breaks objects that he crashes into, this could make for some good puzzles. Make "secret rooms" easy to spot but block them with crates that can only be broken by charging creatures. fire breathing creatures, rare explosives and etc. Gives players a reason to think twice before killing everything they see which is neat.

In response to PopLava
PopLava wrote:
Bl4ck Adam wrote:


Any ideas concerning additional actions I can throw into this guy's ai? Right now he's just 'big guy that walks and swings slow' It's also really easy avoiding his swing (so I'll try increasing the size of his damage frame).

Could make him charge variable or longer distances where he can become a nuisance later on because he might charge back on screen when you least expect it.

If he breaks objects that he crashes into, this could make for some good puzzles. Make "secret rooms" easy to spot but block them with crates that can only be broken by charging creatures. fire breathing creatures, rare explosives and etc. Gives players a reason to think twice before killing everything they see which is neat.
That's a really good idea PopLava! I'll def keep that in mind.



More testing. I've lowered his attack cooldown a bit too much. He enrages now and it's pretty dope.
the pixel art and animations are ok, the programming looks like ass
In response to Spartality
The first enemy that I programmed were bats, so they ignored falling. With the last one displayed, the gif reminded me to set flags to prevent any additional actions during the fall state. Presently, that's been taken care of ;)

I plan on adjusting the mob's damage frames as well :)

Work in progress
In response to Bl4ck Adam
he was talking about my gifs but i took down cause i see the criticism here hasn't changed.
ganite, you're being overly sensitive. this thread is for criticism..
In response to Ganite
Ganite wrote:
he was talking about my gifs but i took down cause i see the criticism here hasn't changed.

You really do need to take some time to examine your programming skills in detail. The stuff you make always looks pretty neat. You just run into problems that you never solve because you get too easily alienated by either criticism or poor implementation that you wind up chalking up to engine problems.

The more you ask questions about specific patterns and approaches, the less like criticism things will start to feel like, and the more of a conversation between equals you'll realize it becomes.

You've got a flair for presentation, and I've never seen you make something that anyone should be ashamed of.
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