Saturday, 20 March 2010

Hero: CF update

Done a lot of coding and small graphic effects on Hero: CF lately and someone asked for a new screenshot so here's one... that doesn't show any of the coding changes or new sprite effects ('cept for the new crate sprites). What it does show though is the jetpack isn't necessary to get through this room. There's a reason for that which will become more apparent when I release the demo.

HERO: Celestial Force new screenshot

And yeah you may have noticed I changed the blog template. This is because the old one wouldn't let me change the width of the post bit so now I can on this new template. This means I can show the larger scanline images without having them scale down and needing to be clicked on.

16 comments:

  1. testing. hm why's the number of comments and post comments using same style as the post title. Have to figure that out.

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  2. I love your pixel art, it's really awesome.

    Looking forward to playing this at some point in the future! :D

    Quick suggestion.. I would put some kind of solid background over the blog where the text is - I find it slightly hard to read the text on the current background. Like, keep the background how it is now, but just add like a dark grey behind the text :)

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  3. I did try that but I don't like solid backgrounds that much as they make the thing look a bit cluttered in my opinion. I'll try making the font more readable.

    Just realised the background image is actually of massively outdated screenshots. I should collect some of the more recent ones make them low contrasty blue and use them instead.

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  4. Making them low contrast may help, yeah.

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  5. No I meant the style of the background now is already very low contrast as opposed to the game shots before I make them like the background. Hm, I've somehow made the font bigger and I'm not sure what I did.

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  6. Well I added a background for now just to see. I don't feel much like tinkering with all this anymore tonight. Feels too much like coding and I want to get on with the game itself.

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  7. Great screen, It looks so amazing! Looking forward to the demo! Is it possible for you to post a little video teaser of the game in motion before the demo is released? :)

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  8. Maybe. Not until I feel sure there's nothing visibly broken that would show up. This new computer of mine should be able to do the video alright without slowing the game down at all unlike my old PC too.

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  9. In fact I would really like to show it in motion as I've worked quite hard on little pixel effects and smooth animations for the player and enemies.

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  10. Great, would be really fun to see the charaters in motion. Really curios about those lizard enemies, really great sprites!

    Got any info to share about if there will be any other game modes besides singleplayer and co-op? Will there be some sort of 1on1 deathmatch mode? Or any other fun features? Will there be new weapons to pick up during the way?

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  11. The lizard-likes are the main ground based troopers and come in several colors (meaning strengths and some change in intelligence) and versions of them also carry big guns on their shoulders (seen in previous screenshots).

    The players gun is upgradable and there are some ways in which the gun is needed even when not destroying stuff (a well known example is like Super Metroid where you use the freeze gun to make some enemies into platforms)

    I haven't thought up on any more game modes than the main story and even that has the priority on Player 1 with Player 2 mainly as the back up (it was mainly added cos of a suggestion of a friend who wanted to play the game with his little brother). I just want to focus on that and I honestly don't think I could make a satisfactory deathmatch mode that didn't feel tacked on or somewhat redundant compared to other games. Considering how long it's taken me to get this far with coding it all I'd rather not waste too much more time of my life on it on stuff I wouldn't feel satisfied with. Only way I can see it working on one PC is having a split screen mode and have much larger rooms specifically as deathmatch battle rooms (the story mode uses a variety of different sized rooms, some like the above shot is just a single screen like in other 'Metroidvania' types). Anyways yeah I'm going to just focus on the regular story mode for now and when that's released I'll see if there would be enough demand to incorporate a deathmatch mode using some of the gameplay features present in the story too. I doubt I'd consider online as I really don't want to deal with the headache of all that stuff and I don't enjoy that on PC's anyways.

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  12. Yes you are right, its more important to focus on the 1 player main story part of the game.

    As for the Deathmatch mode i was thinking about a small one-screen level. no split-screen, just one screen and maybe teleport to the other side of the screen when you enter the the edge, and have two player battle it out in one arena, like the old "mario bros" but instead with weapons and powerups :) But yeah i understand all the work, better to focus on the main story!

    Sound great with the upgradable feature of the weapons!

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  13. How is Hero: CF game going? Are you close to a demo release soon?

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  14. I would love to stop by. But, I think it might have to wait until this summer. I did not know that Serlkay had ever expanded its size. I must say that a succesful family owned business in this day and age is a very refreshing sight! As well as this is a very refreshing site! free word games

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  15. I hope it's possible to turn off those annoying scanlines. That was a technical limitation back then that made our eyesight worse. I don't understand why people are eager to emulate this crap.

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