[WebGL/EXE] Bungaroids! (LUP: Sep 6)

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Re: [WebGL] Bungaroids! (LUP: Aug 17)

Postby AcetheSuperVillain » Mon Sep 04, 2017 9:43 pm

Okay, so I figured, why not try doing a practice comic scene?

EDIT: Grrr, don't make them download it...
Spoiler (click to show/hide):

Image


It kinda ends in the middle of nowhere, but that's good enough for practice. I was worried that the dialog would stump me, but it wasn't too bad, except at the end.

But let me know what you thought of it, what you'd like to see more of, etc.

EDIT: Just in case, I haven't made the shape keys that allow me to give her facial expressions, so don't worry, the final version is not going to be stuck with that goofy expression all the time. That's not me being a bad artist, that's me being lazy.
Last edited by AcetheSuperVillain on Tue Sep 05, 2017 4:46 am, edited 1 time in total.
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Re: [WebGL] Bungaroids! (LUP: Aug 17)

Postby Dead2112man » Tue Sep 05, 2017 2:43 am

Man you are making great progress sense you changed to the models and not the images, can't seem to get the newgrounds demo to work, but will just wait a few more updates to see more.
I might not create games, but I will test them, Then I will give advice on what I think needs to be added, removed, or improved.
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Re: [WebGL] Bungaroids! (LUP: Aug 17)

Postby AcetheSuperVillain » Tue Sep 05, 2017 4:11 am

Well, I'm making great progress since I got over having a cold. I've been half asleep for over a week. I've been holding off on more 2D reward images because in order to show more images, I need more levels, and I'm hesitant to add more levels before adding the correct upgrade system, and the upgrade system is tied to the reward CG, and I wouldn't mind getting started on an audio system and particle effects system, and the 3D ship, and an ability to save the game will be handy soon. So, whatever exactly comes next, there's gonna be a buncha stuff I need to do all at once before I have something that's presentable.

I'm worried that the NG demo isn't working for you. Lucky7, or whatever his name is, was also unable to play one of my NG hosted HTML5 demos back in the intermediate period. I think next time I have time, I'll make a downloadable version available for everybody. I hate downloads, but I guess some people prefer them, so I might as well.
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Re: [WebGL] Bungaroids! (LUP: Aug 17)

Postby Lex_Liven » Tue Sep 05, 2017 7:05 am

Too hard to aim, because of rotating around some invisible point in front of ship, not the ship center.
(Newgrounds' version)
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Re: [WebGL] Bungaroids! (LUP: Aug 17)

Postby Lucky777 » Tue Sep 05, 2017 10:22 pm

You left out two sevens sir; this mortal insult can only be compensated by... I don't know, getting over your illness and making good porn, or something.
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Re: [WebGL] Bungaroids! (LUP: Sep 6)

Postby AcetheSuperVillain » Wed Sep 06, 2017 9:38 pm

Okay, so quick update today. You can download it. The EXE version is fully gamepad compatible, and it scales the textures more correctly, so it's better if you don't mind downloading something.

I also added a pause menu, with a list of the controls. And you can adjust the look ahead feature with the . and , keys.

And I changed the old Cascade graphic to the new Cascade graphic.
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Re: [WebGL/EXE] Bungaroids! (LUP: Sep 6)

Postby AcetheSuperVillain » Mon Sep 11, 2017 6:03 am

Okay, so I'm having a bit of a crisis. It might just be the cold talking, so maybe don't take it too seriously, but I'm kinda thinking of doing something else.

Not too long ago, I went looking to see what sort of game engines I could find, and I'm quite taken by Hitbear Studio's Action RPG engine: https://www.assetstore.unity3d.com/en/#!/content/9076 . The link has some YouTube videos and a downloadable sample game, if you want to see why I'm so excited about it. There's also the Turn Based Tool Kit (TBTK): https://www.assetstore.unity3d.com/en/#!/content/10686 but this is definitely second place.

Anyways, I was thinking I should finish Bungaroids first, and then start working with the Hitbear engine, but as this drags on, I feel myself wishing I could just skip ahead to the Hitbear engine. I mean, Bungaroids is fun, but let's be honest, it was never going to be a great game, whereas the Hitbear engine looks pretty fucking awesome out of the box, and more suited to the kind of immersive porn game that LoK is famous for.

So what do you guys think? I probably wouldn't quit Bungaroids entirely, but maybe put it on hold or try to work on both games simultaneously. There would be a lot of stuff to do before I had something ready to go for an ActionRPG, I'd need to think up a plot or at least a setting, create characters, models, animations, levels and poke around the engine to get a feel for how it's set up and what I can change and what I can't.
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Re: [WebGL/EXE] Bungaroids! (LUP: Sep 6)

Postby isaachawks » Mon Sep 11, 2017 8:01 am

I think getting an early feel with a new engine sounds good
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