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fobwashed

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fobwashed

2818

Forum Posts

388

Wiki Points

606

Followers

Reviews: 15

User Lists: 16

#1  Edited By fobwashed

@JeffGoldblum: That's what everyone's been telling me. But they also told me I should do the same with the little blue stickfigure guy I used before I started drawing any real character art in my old vids -_-;; Maybe I'll throw them in as a sort of secret cow level or something.

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fobwashed

2818

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#2  Edited By fobwashed

@the_hiro_abides: Thank you! I made a post about this the other day because it was driving me nuts. Now I can stop thinking about this -_-;;

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fobwashed

2818

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#3  Edited By fobwashed

@billnyethesciencepie: Haha, no dice. I'm coding it all in C# using XNA so eventually it'll be up in the indie channel on Xbox Live and after that, maybe PC though I don't like keyboard controls and I'm not sure requiring players to have a 360 controller hooked up to their PC is a reasonable request.

@TanoPrime: Haha, don't think I haven't thought of that kind of madness -_-;; Unfortunately, I won't be doing that sort of loot this time around because I feel like equipment should be shown and I'm one dude and can't really take on the additional task of drawing all that loot =(

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fobwashed

2818

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Reviews: 15

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#4  Edited By fobwashed

@Metalideth: Thanks and that's sorta the way I'm going but not entirely.

@JeffGoldblum: Work in Progress. Potato is an inside joke character and is basically just a punching bag for testing that's easy to draw.

@MooseyMcMan: So good that I've answered it at least a dozen times in various places now -_-;;

@Vegsen: Gonna hold u to that =D

@Nate_is_my_fake_name: Thanks!

@left4doof: NOOOOOOOOOOOOOOOOO!!

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fobwashed

2818

Forum Posts

388

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606

Followers

Reviews: 15

User Lists: 16

#5  Edited By fobwashed

@Demoskinos: I'm playing thru this game with a buddy of mine, and when he said that Morriset line. . . we both lost it. Fucking lost it. This game has the best humor I've ever experienced in a game. Most game we play and laugh at, we're laughing AT the game and it's stupidity. This game is one of the only ones where we're laughing at the jokes themselves. Brilliant.

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fobwashed

2818

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Reviews: 15

User Lists: 16

#6  Edited By fobwashed

EDIT: I suppose some of this last update vid has to do with loot collection so I can just throw it into here. The main changes that you can see are the combo counter and the loot counter. Various other things have been changed but. . . iono, everything is in such a state of flux that I can't remember it all. Specific deets in the last post or in the video's description.

I was going to post this as an update to a different thread but I think I'm gonna be updating this specific area enough that I might as well start a new one based on the loot.

Well, not exactly loot just yet but points.

I decided that collecting things from dead enemies is the best way to gain points to be spent on upgrades and items and whatnot so I needed to make a system where loot can be dropped by enemies. Right now, it's set to drop one piece per hit but that's just for testing. In the end, I'm thinkin it'll be dropped from dead enemies and the amount will be somewhat randomized.

I've got my class set up so that I can vary the points per piece of loot and I can do various things such as mess around with the size and color of the loot on a per drop basis. The loot is in a pool so that I don't need to instantiate any more once the game is loaded.

The loot also has rudimentary collision detection so it'll bounce off stuff and fall off cliffs but obviously I toned it down since it won't be climbing ladders or taking treadmills or anything like that. -_-;;

Anyhow, it's in there, and it's functioning. Now that this is there, I can work on the actual upgrade system as well as everything else. . . Though really, I should add more player moves before I think about unlocking or locking any. Still, progress is progress.

In any case, loot. As I update that specifically, I'll put them in as edits and replys to this thread. =D

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fobwashed

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#7  Edited By fobwashed

There's an incredibly familiar tone that plays everytime you open a gate. Can someone for the love of god tell me what other game has that noise? It's driving me absolutely bonkers -_-;;

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fobwashed

2818

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#8  Edited By fobwashed

it trigger based on a successful counter. Now, when you counter, the enemies will go into slow motion and a little timer will appear with a visual and audio indication of how much slow motion is left. I'll fine tune the audio and draw some better graphics for the indicators later. Right now it's pretty much just a circle and a hand and the sound only speeds up incrementally.

Anyway, for now I'm happy with how all this fits together. I'll be touching it up as I go along but it's workable for now.

I've also been as usual, rewriting and cleaning up a lot of code. Specifically, I've been working on the collision code (I know, again right?) and making it leaner with the same functionality.

I also tried running it again on the 360 and while the transitions between levels is instantanious on PC, there's about a half second delay on the 360. So I guess later on, load screens will be unavoidable but that's not a problem since I felt the instant transition was jarring anyway.

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fobwashed

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#9  Edited By fobwashed

I've had the same one forever then changed it recently. More than likely I'll change it again sometime in the near future.

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fobwashed

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#10  Edited By fobwashed

@kelbear: Definitely gonna add some effects for hits including things like camera shake and particle effects but that'll prolly be one of the last things I work on. I'm gonna lump that into the "polish" portion -_-;;

Currently, I want the air combat to be a considerable amount of the combat. I want to give the player a lot of options combat wise and let them decide how they want to play so if they want to focus on air combat, they can.

1: the fall speed will for certain be decreased as without it, you land after the first hit.

2: this is a separate thing I'm thinking about. Right now, as soon as an enemy runs out of health, they register as dead and no longer can be attacked. I'm thinking about allowing a certain amount of hits after death for the player's optional enjoyment and building up of the combo count. Think Soul Calibur. Figure it might be fun for the player to be able to finish out whatever combo they were working on if they choose to.

3: this is one of the combinations I'm considering but currently, I don't have enough combat moves to really test it. =(

Thanks for the input. I like getting this sort of response because it forces me to get a better look at what's going on and more importantly, what doesn't seem to be working -_-;;