Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - tatt2tim
Pages: [1]

Devlogs & Projects / Re: [Holy Avenger] A classic style platformer.
« on: January 07, 2020, 07:51:01 pm »
Did a little work tonight, changed up the logo so that it looks a little more in line with an NES era game. Mostly just implemented AI for the second boss, hopefully with a little tweaking it'll work for the first boss too. Worked on improving the main character sprite, but only the idle is done. Still not sure if I want to go with a more castlevania feel for the attacks, or a ninja gaiden type attack. I think I'll feel a little better about updating the art when I have most of the gameplay implemented.

Devlogs & Projects / Re: [Holy Avenger] A classic style platformer.
« on: January 03, 2020, 02:03:25 am »
Just wanted to post some screenshots! -

Devlogs & Projects / [Holy Avenger] A classic style platformer.
« on: January 01, 2020, 10:24:42 pm »
Latest Build Here:

Hello! My name is Tim and I love pixel art and Indie games. My first commercial project is Holy Avenger, a rather shameless attempt at making a game in the same style as a certain retro platformer for PC and Mobile. This build is still very, very early in development, however I encourage everyone to be as merciless as they want (so long as it's constructive, of course). With that out of the way, this is also a log of the things I intend to work on, and serves as a partner thread to my post in the unity forums that is more about programming issues and squishing bugs.

[Pixel Art to-do's]

Change the title splash - I mocked up a parody MSX bios screen, but that doesn't really make sense with the NES style, does it?

Title Screen - looks...well, it looks about as plain as it can get. Definitely needs sprucing up.

The sprite for the diamond drops needs changed, too plain as it is.

Not happy with Gerhardt's sprite (the main character)

Skeleton needs a little work

The buildings in Level two need more detail.

Some of the fence objects are placed poorly and have gaps.

I thought I might keep the backgrounds in line with the camera to create a cheap and easy parallax style effect...but it looks bad. Needs to be replaced with static backgrounds.

Need to create an app icon so I'm not using the stock unity icon.

The third boss is still in the design phase.

The Holy Hand Grenade's explosion is rather wimpy (it's also totally useless. argh.)

I was using unity's built in rotation for some objects (the skeleton explosion, the axe sub weapon), and it looks weird. Needs to be animated with sprite sheets to feel more authentic.

The background on stage 3  is too busy and the gray washes out Gerhardt's outline. I need to make it sparser, and possibly use a different color.

Some bigger things I'd like to tackle are an outdoor area at the beginning of stage 3, and an indoor area in stage two, complete with a door object like...well, you know what game.

[/Art to-do's]

Whew! well, that's a lot to work on, but I think I have a pretty solid base to start from. Any and all comments are appreciated, and if you find any bugs (and in this build, you will) I'd appreciate the feedback! I know that some people might want to wait until I polish this build a little bit, and that's fine, but as I said any feedback at all is pretty great. Thanks for reading!

General Discussion / Re: Read the Rules, then introduce yourself here.
« on: January 01, 2020, 10:12:22 pm »
Hello! My name's Tim. I love pixel art and indie games, and I'm here to start a project log. Looking for constructive criticism. My New Years resolution is to spend at least an hour a day on game development, so we'll see how that goes.

Pages: [1]