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A Scrambled Egg
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 PostTue Jun 12, 2018 6:22 pm
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msw188 wrote:

Are you at E3 now? Obviously going to rock Dedede in the new Smash tournament? Anyway you can get me in to watch some fellows punch some Pikachus??

I wish, but I can't even get to local conventions this year. I'm hyped to go nuts with Dedede and Snake though!!
Super Walrus Land: Mouth Words Edition
Metal King Slime
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 PostWed Jun 20, 2018 6:27 pm
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Wow, has Soda piggy finished the all graphics for the game? (Aside from those shown above - or is the more "side content" planned?) Does this mean you're getting close to done?
Just saw this: https://twitter.com/KaijuBBGame/status/1007696768149180417
A Scrambled Egg
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 PostWed Jun 20, 2018 8:51 pm
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KaijuColiseum.png
TMC wrote:
Wow, has Soda piggy finished the all graphics for the game? (Aside from those shown above - or is the more "side content" planned?) Does this mean you're getting close to done?
Just saw this: https://twitter.com/KaijuBBGame/status/1007696768149180417


He has finished all of his content, there are still a lot of NPCs, attacks, and minor tiles that need to be finished that I'm working on myself. Right now I'm finishing up the last full sized zone in the game and a big coliseum side quest that unlocks a hidden character, after that I've just got a couple of side quests to mop up and I'll be ready to start the final dungeon.
Super Walrus Land: Mouth Words Edition
Metal King Slime
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 PostSat Jun 23, 2018 2:03 pm
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OK, didn't realise you were also drawing NPCs! Still, the game is clearly getting there.
A Scrambled Egg
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 PostSat Jun 23, 2018 3:02 pm
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kaiju0163.gif
I've been working with NPC templates Soda provided since the Boston zone of the game, I think they all blend pretty well with his guys. Fortis's enemy graphics blend well too, so I don't think it will be immediately obvious to players where the style changes (aside from intentionally goofy looking areas.)

I'm not quite done with this yet (going to add a cutscene where they walk into the arena and you see an audience) but the coliseum stuff's coming along well!
Super Walrus Land: Mouth Words Edition
Metal King Slime
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 PostSun Jun 24, 2018 5:43 pm
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Yes, looking good! Nice formation selection menu.

Fortis drew enemies too?? You must have mentioned that, and I must have read it, but it's a complete surprise to me.
I have no idea which NPCs you drew, so you must be doing pretty good!
A Scrambled Egg
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 PostSun Jun 24, 2018 9:35 pm
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Yeah I announced Fortis's stuff earlier this year, he's drawn the standard enemies for the game's final two zones and a special boss fight. Here's a couple of his dudes:

Super Walrus Land: Mouth Words Edition
A Scrambled Egg
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 PostTue Jun 26, 2018 3:00 am
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kaiju0171.gif
I'm messing with new sprite dimensions to give guys really long arms.
Super Walrus Land: Mouth Words Edition
Liquid Metal King Slime
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 PostTue Jun 26, 2018 4:12 am
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Haha! That is cool! It never occurred to me how nicely custom Sprite sizes works with weapon sprites. :)
A Scrambled Egg
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 PostTue Jun 26, 2018 11:35 am
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Bob the Hamster wrote:
Haha! That is cool! It never occurred to me how nicely custom Sprite sizes works with weapon sprites. Smile

I wish the animation could stay on screen a little longer but otherwise it turned out pretty good
Super Walrus Land: Mouth Words Edition
A Scrambled Egg
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 PostThu Jul 05, 2018 2:50 am
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Capture.PNG
We're all slimes now.
Super Walrus Land: Mouth Words Edition
A Scrambled Egg
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 PostFri Jul 06, 2018 6:24 pm
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Capture.JPG
Art imitates life.
Super Walrus Land: Mouth Words Edition
A Scrambled Egg
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 PostTue Jul 10, 2018 3:51 am
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ColorCollage.jpg
kaiju0133.gif
Gettin weird
Super Walrus Land: Mouth Words Edition
Red Slime
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 PostThu Jul 12, 2018 7:49 am
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Dreamers0008.gif
I don't know, maybe you already added this feature in the latest version of Kaiju, but it would be great if you did a cool disslove effect after the battle on a walkabout enemy when the battle ends like I did here. Maybe it will be too much work to implement it this late, but it will be much more satisfying to win the battles Smile . Here's my code for it
Code:
 suspend player
   suspend npcs
   variable (sl)
   sl := lookup slice(sl:walkabout sprite component, get npc slice(NPCRef))
   dissolve sprite(sl, dissolve:vapourise , 15, 0, false, true)
   wait (15)
   delete NPC(NPCRef)
   resume player
   resume npcs

sorry for bad english V
A Scrambled Egg
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 PostWed Jul 18, 2018 2:08 pm
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Capture.JPG
That looks great! Not something I have time to go back and update at this point, but it's a very good suggestion for future games.

Here's a look at the second to last dungeon in the game. All I've got left to do here is the boss fight/cutscene and I'll be moving on to the final dungeon.
Super Walrus Land: Mouth Words Edition
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