10-15-2012, 05:34 AM
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10-15-2012, 07:51 AM
Jakobthecool finally hit the big time
heh
heh
10-17-2012, 04:19 PM
The moon cleft.... how that got there... I don't know... But I like it
10-17-2012, 08:21 PM
(10-15-2012, 01:05 AM)Guy Wrote: [ -> ]Every time i see updates for this game i'm reminded at how amazingly creative you are gors....
and i only just now realized vipe-goomba's parachute is pantsu.
And I am often reminded of the Mega Man X4 explosion when I see the large explosions.. I guess that makes it a "classical explosion".
10-18-2012, 07:38 AM
actually I used Metal Slug's explosion for reference, not exactly surprised at its similarity though.
not to say mine is better
not to say mine is better
10-25-2012, 06:39 AM
added this small text in the first post.
I thought I needed a north while developing this game. Of course, you're welcome to suggest things. I'll be making a to-do list too so we don't stray too far from it.
I want everyone to have fun with this game, both in development and playing. This is what I strive for this game and TFR.
I also made a beta Credits roll in the end of the first post.
I have designed the battle against konaghast.
Konaghast will be fought in a room similar as this one, but with a taller roof. At first, it'll hop around and spit fireballs, as Bowser would. Grabbing the axe item will destroy the bridge, but you'll fall along with it, while Konaghast will simply float to avoid being burned alive.
Some of the fireballs will drop as boulders, which can be picked up and thrown upwards. This can be done to stun Konaghast in midair. You can then grab on its tentacles and swing on it like a rope. Once you get enough momentum, you'll be able to turn it upside-down and smash it against the bridge. Doing this a couple times will defeat it.
Yarnballs will not affect it in any way. Maid attacks will stun it, and attacking it while stunned will damage it. Shooter form will defeat in a couple hits.
This game's purpose is not to reinvent the platformer genre. Its sole intention is to poke fun at famous games and tSR, while adding elements of our own. Thus, even if this game is being produced mainly by me and Ploaj, feel free to give suggestions and sprite/music help. DON'T FORGET NOT TO BITE OFF MORE THAN YOU CAN CHEW, THOUGH. This was all tSR projects' weak point until now, so don't go suggesting over-the-top stuff.
The fun of the game does not come from the gameplay alone; small details and witty designs can be better than complicated game elements.
The fun of the game does not come from the gameplay alone; small details and witty designs can be better than complicated game elements.
I want everyone to have fun with this game, both in development and playing. This is what I strive for this game and TFR.
I also made a beta Credits roll in the end of the first post.
I have designed the battle against konaghast.
Konaghast will be fought in a room similar as this one, but with a taller roof. At first, it'll hop around and spit fireballs, as Bowser would. Grabbing the axe item will destroy the bridge, but you'll fall along with it, while Konaghast will simply float to avoid being burned alive.
Some of the fireballs will drop as boulders, which can be picked up and thrown upwards. This can be done to stun Konaghast in midair. You can then grab on its tentacles and swing on it like a rope. Once you get enough momentum, you'll be able to turn it upside-down and smash it against the bridge. Doing this a couple times will defeat it.
Yarnballs will not affect it in any way. Maid attacks will stun it, and attacking it while stunned will damage it. Shooter form will defeat in a couple hits.
10-27-2012, 04:40 PM
10-27-2012, 06:02 PM
I don't know why but I don't care as much for the first half -- it gets much better at 1:12 - 1:36 IMO (which is also my favorite part).
I think it's because of how the the notes of the lead instrument (the accordian-y thing) are placed. When the part I mentioned comes, it sounds much more mellow and less all over the place, to me. I also like when the organ-y thing takes a break during this part.
Anyhow I always like desert themed music that offers the feel of a desert but doesn't have that typical desert sound, if that makes sense, and this is one of those songs.
I think it's because of how the the notes of the lead instrument (the accordian-y thing) are placed. When the part I mentioned comes, it sounds much more mellow and less all over the place, to me. I also like when the organ-y thing takes a break during this part.
Anyhow I always like desert themed music that offers the feel of a desert but doesn't have that typical desert sound, if that makes sense, and this is one of those songs.
10-27-2012, 07:20 PM
I know what you mean. This song is closely modeled after Brazilian baião, popular in the northeastern states and thus closely related to the dry and hot weather. I was going to make an Egyptian desert music for this, but it's really overrated as fuck and I've never seen someone use baião for game music before. I want this game to have a desert level other than pyramids and whatnot.
10-27-2012, 07:32 PM
Oh I see, that's cool then. Maybe I'll develop a taste for that type of sound at some point.
Overall though it's very nice. c:
Overall though it's very nice. c:
10-27-2012, 08:29 PM
Dragonboy and I were talking and designing someone to be this game's Gary. You know, the annoying rival who challenges you for random battles you aren't prepared for. Well, except more tolerable than Gary and cuter.
And finally in sprite form. Say hello to Belle Lebel.
She'll ambush you in some levels to try defeating you under the reasoning that she was supposed to be the hero of this game. She is very hyperactive and will do wacky things to kill you. She isn't completely bad, though. Only frustrated by Arisa and Sengi~ being in the spotlight. She also often says French expressions before and after combat.
And finally in sprite form. Say hello to Belle Lebel.
She'll ambush you in some levels to try defeating you under the reasoning that she was supposed to be the hero of this game. She is very hyperactive and will do wacky things to kill you. She isn't completely bad, though. Only frustrated by Arisa and Sengi~ being in the spotlight. She also often says French expressions before and after combat.
Belle Lebel's name was named after the French bullet cartridges, Balle Lebel. "Lt. Colonel Nicolas Lebel contributed the flat nosed 8mm full metal jacket bullet called ("Balle M", or "Balle Lebel")." Before settling with this name, Dragonboy and I named her 'Myrtille' (she was blue before) and 'Janne' (after 'jaune', yellow in French). I don't know the reasoning for her nationality, but it looked and sounded good so we settled with it.
Also, 'Belle Lebel' is funny because it only has three different letters in her name, and has a cool rhythm within it.
Also, 'Belle Lebel' is funny because it only has three different letters in her name, and has a cool rhythm within it.
10-27-2012, 08:40 PM
Hate to say it, but personality kinda comes off as Asagi from the Disgaea series. Ya know, being with the "Main Character" goal and all. Well, to make it harder I'd throw in a reappearing-dissapearing block section from the Mega Man games, and a main Yellow Devil-Type boss for the desert world as "Stone Devil". (because you know, deserts are riddled with traps!)
10-27-2012, 08:43 PM
Ohhh that's what that yellow bullet holding the wand that he showed me over IM chat was.
I really like your design, she looks like she will be awesome!!
I really like your design, she looks like she will be awesome!!
10-27-2012, 08:47 PM
Thanks for the opportunity, Gors. I've always wanted to design a character for a video game.
10-27-2012, 11:22 PM
but she basically looks like a yellow arisa. you should at least try to modify its body shape a bit so it wouldn't simply look like an arisa recolor with a drag.