Weapon Alpha - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Creativity (https://www.vg-resource.com/forum-126.html) +--- Forum: Game Development (https://www.vg-resource.com/forum-129.html) +--- Thread: Weapon Alpha (/thread-27336.html) |
RE: Weapon Alpha - Valo - 06-27-2015 (06-27-2015, 03:33 PM)Kitsu Wrote:(06-27-2015, 11:39 AM)Valo Wrote: Side-note: While playing a test room I noticed something about the beam mechanics. Given that the beam requires continuous contact to do any damage, if you try to turn away to maneuver out of an enemy's or attack's way, you stop focusing on what you were aiming at.Should I attempt to add in a lock focus or moonwalk(from super metroid) type button so you can move back while still facing an enemy? I'd rather you be able to have to manage you DPS through the already implemented over-heat meter. You only have a few seconds of that before you're left defenseless until it cools. I guess when phrased in this way, yeah, a toggle-able moonwalk/lock facing button would be better. Which brings me to another question. In all those gifs, was the over-heat meter visible enough? Would it maybe be better suited in the larger empty bar slot underneath the blue one rather than above it ? And thank you! Your posts didn't come off roughly, don't worry. RE: Weapon Alpha - Kitsu - 06-27-2015 I honestly didn't know that it was an overheat meter lol I think having a few visual cues on the character themself might help convey their overheat status (like plumes of smoke/flames/red glow/etc.) Dunno about the meter itself; it's easy enough to notice it in watching a looping gif, but I can't really say how effective it is without playing it myself. Though, having it in the corner far away from the player may make it tough to figure out; I know that in GunHazard, I have trouble tracking my ammo count (since it's similarly small), so that might apply equally here. Again, I don't really know at this point. RE: Weapon Alpha - Valo - 06-27-2015 I'll leave it as is for now until i get feedback from the next demo then. RE: Weapon Alpha - Valo - 06-27-2015 Double post for minor update and I need a bit of feedback. I'm going in and fixing as many errors as i can to get this mechanics demo out. I just got the score timer coded and i kinda wanted some feedback on the sprite font. Also how many targets should i place in the test? RE: Weapon Alpha - Bombshell93 - 06-28-2015 I like it, its plenty readable and seems to follow a style well, but I'm no typographer As for the target count, depends on the level size, lay them out a little heavier handed than you would a regular level, also love the screen you just posted, its a damn side more than any of my mechanics demos XD RE: Weapon Alpha - Kitsu - 06-28-2015 I would suggest dark outline around the font; it'll help it stand out against lighter backgrounds (while darker background are already fine because the font is already light). RE: Weapon Alpha - Valo - 06-28-2015 I would prefer to create a small background instead to solve this issue. The font normally, when fully implemented, will appear on a dark blue text box background, thus being unneeding of an outline. Another point is that nothing in this game uses solid outlines if outlines at all, so outlining the font makes it look out of place. I think this little box will solve the problem, right? RE: Weapon Alpha - Kitsu - 06-28-2015 yeah that definitely works, too RE: Weapon Alpha - Gors - 06-28-2015 the rain is too harsh on the eyes I know you want a hard rain effect but it's kinda distracting. maybe a transparent lighter color could help that, or changing the rain tiles to be more uniform. RE: Weapon Alpha - Bombshell93 - 06-28-2015 I think transparency might ruin the aesthetic, perhaps thicker sparser droplets instead, or representing the rain with something akin to waves rather than droplets, just examples how you implement is up to you, but I feel this gives enough definition that its not jarring, RE: Weapon Alpha - Valo - 06-28-2015 (06-28-2015, 11:05 AM)Gors Wrote: the rain is too harsh on the eyes You're entirely right and I apologize, that was brought up before on another forum, and i attempted something like you suggested then too. I guess i forgot to save the changes since then. It should look like this now. But what are your thoughts? RE: Weapon Alpha - Bombshell93 - 06-28-2015 it does look quite a bit better, maybe a little too soft, I'd playaround with blending modes see how something like a screen blending would look, but I'm a finnicky beast who'd probably end up defaulting back to transparent rain anyway XD but yes it is quite nicer as is RE: Weapon Alpha - Valo - 06-28-2015 Can you use blending modes on background layers? I've never tried something like that before. RE: Weapon Alpha - Bombshell93 - 06-28-2015 by the looks the best you could do would be to draw the background to a surface and use a blend mode on the surface, but I dont think thats worth it, best to stick with regular alpha transparency RE: Weapon Alpha - Valo - 06-29-2015 still needs tweeked but the core function is running! |