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Messages - Cakeprediction
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Challenges & Activities / Re: The Daily Sketch
« on: January 17, 2017, 09:54:07 pm »

Day 3 of posting here. Quite happy with a lot of tonight's ones!

Challenges & Activities / Re: The Daily Sketch
« on: January 16, 2017, 10:30:43 pm »

Second day of posting here consecutively

Challenges & Activities / Re: The Daily Sketch
« on: January 15, 2017, 07:10:03 pm »

A few of my daily gestures. The first one is from a few days ago. Actually started again since the 1st this year so might as well post my progress here :D

Archived Activities / Re: Secret Santa 2016
« on: December 26, 2016, 09:41:56 am »
thank you mandrill, it looks amazing <3

Devlogs & Projects / Re: Huge Swords and Tentacle Monsters
« on: December 04, 2016, 07:20:47 pm »
I like all of this.
Coming along nicely! Can't wait to see more. ^^
I can't wait to play it  :lol:
Glad you like it <3 A Demo is being planned around the end of this year, maybe one or two weeks in.

Looking pretty good, but it looks like there's some seam issues along the edges of the tiles when the camera moves. Sorta like z-fighting, I'm not sure what's going on there but it's making me a bit dizzy!
Thanks! hmm, I personally don't notice it that much and wouldn't know what the problem could be, but I'll look into it further and see if other people have the same issues!

Since most of the core is p much done for the demo, I'm returning to old stuff I didn't like before, so the first thing I did was redoing the demo boss. It has more defined patterns now, isn't super bugged and is actually kinda fun imo(although I'll just have to wait and see what other people think  :P)

Devlogs & Projects / Re: Huge Swords and Tentacle Monsters
« on: November 28, 2016, 02:36:39 pm »

Retiling the map to make it less of a mess

Archived Activities / Re: Secret Santa 2016 Sign-Up
« on: November 21, 2016, 04:05:53 pm »
Wooh time to participate for the third time :D

cute things
epic things
calm things

I've become gradually worse at this over the years...

Nothing really, just do whatever floats your boat :)

Devlogs & Projects / Re: Huge Swords and Tentacle Monsters
« on: November 06, 2016, 02:37:15 pm »
Wow I'm absolutely terrible at keeping stuff updated.

~Snipsnipsnip super long but very helpful comment~
Hehe, yeah, I meant the boss  :P

To respond to your player ideas though, I like them a lot, but I feel like they're a bit too complicated or unfitting with the atmosphere/story sometimes, especially for the demo.
I'm keeping the sword super simple on purpose, because that makes it very easy to understand, yet there are some small subtle rules which can make the difference between taking no damage and a ton of damage, such as being able to jump higher when swinging your sword down whilst jumping.
Blocking is already a part of the game, but not a very big one. It can indeed block certain bullets, but not a lot and it costs energy.
I might add upgrades to your sword and maybe some extra usable items and/or gear to convey that "you're hunting" feeling a bit more(think of things like traps, lures etc.), but that's a thing for later.

In the end I managed to come up with a few additions to the bossfight which made it a bit more interesting. I love your ideas though, and I might use them for future fights with her(she's planned to be a reoccuring boss). For now I just gave her two giant swords  :P

I'm not using the tig update counter anymore, because that makes no sense anymore :').

Anyway, in the time I didn't place anything here, we've been adding a ton of stuff, so I'm just gonna post all the gifs+explanation in spoiler tags, so your computer won't be mad at me:
In chronological order:

The updated prophet fight, I've improved it a bit more already

A fully working menu(except for control reconfiguration) with a title made by a fan

First slight implementation of the actual tiles  :lol:

Implementation of parallax scrolling and more work on the world map

Updated laser effect

Subway station

Implementation of birbs

So yeah, a ton of stuff has been done, including polish, optimizing and bugfixing.
The work left to do for the demo keeps getting less and less :D

Pixel Art / Re: KS screen
« on: October 09, 2016, 06:27:12 pm »
I think something that makes this animation feel less impactful, which I've also notice in some of your other animations, is that your animations feel very sequential.
Basically, it seems to me like all the actions your characters perform are right behind each other, not often are there two or more things happening at the same time. Here I see it like this:
1.First Pan starts floating
2.His arms and legs go into position
3.He slams to the ground
4.dust clouds rise up
5.The fire effect happens
6.He screams(also very sequential on its own, his head goes up and then he opens his mouth)

Especially not allowing to happen 3, 4 and 5 is really jarring to me, and even only allowing these things to happen at the same time would heavily improve the animation imo.
In all your animations I can see you're very dedicated to them and put your all into all of them, but I think they would be improved a ton if animations were less sequential.

I hope this helps a bit!

Now that I've seen the reference material, I understand why you made certain parts of the animation sequential like that, whoops :p.
However, I still think that in general trying to make the animations less sequential might improve them a lot

Wow this looks super neato, congratulations :D

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