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Blanco
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You are currently reading a thread in /v/ - Video Games

Thread replies: 93
Thread images: 16
File: Casino Level.png (364 KB, 1052x533) Image search: [Google]
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Level in the works. /v/ like?


music: https://www.youtube.com/watch?v=I8y5bNuyXF0
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>>343390754
Music started out iffy, then got supremely funky. Dig it. Graphics looks like shit though. But I saw the gameplay in a previous thread, so I'm willing to overlook shitty graphics for dat platforming, and decent music.
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>>343391232
I missed the other threads.
Dev, shit out some gameplay webums
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>>343391424
Haven't figured out how to make webms yet because I'm an idiot, but I'll link YT
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cool music
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>>343390754
Even after the music properly kicks off it still sounds kinda off.
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>>343391532
Use this in the future https://gitgud.io/nixx/WebMConverter
Anyway, finished the track, is pretty catchy. I like it
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Here's a gameplay video to anyone interested.

https://www.youtube.com/watch?v=ClmVr8LyXxU&feature=youtu.be
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>>343391975
Seems you got music and different gameplay mechanics down, but I would make it a lot harder or something, because otherwise it would be an uglier, shittier casual Mario game. Game looks fine for a simple platformer, but level design seems very easy.

If you make it hard as balls it might become a meme game
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>>343392172
It's just a basic layout. I add little details and obstacles later on.
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>>343392219
This game has lots of potential, but please don't use the pixel art style. So many Indie games use it. And it doesn't look good.

Keep the blockiness, just don't use pixel textures
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>>343392360
I'm most likely going to change the textures for this level.They do seem pretty ugly. What do you suggest?
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Make a level where the puzzle is piecing the theme for the level and the only indication that the level is "complete" is when the music makes sense and sounds good.
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>>343392510
you mean like solving a puzzle adds an instrument?
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>>343391975
interesting, I like some simple 3d platformers.
Just shitting out some criticism, even if some of it is probably due to the early stages of dev:
-I like low-poly aesthetics, but you need to choose a style. I see voxel-like(enemies, bombs and spikes) mixed with standard style(main character, cards and dice). For example if you go for voxel-like, make the cards thicker and the corners more blocky
-on graphix again, decide on a texture style and if you use low res-textures remember to keep the pixel; size constant to the texels size. Also remember to give contrast and variance to objects and terrain
-I like the mouse intractable objects, but remember to use a custom pointers to cue players in what they can interact with. Also introduce them in safe environment where the player can understand how they work(the mario way of designing levels, you know the one). Always make sure that the player know how your gimmick work
-Make the enemies bigger. In 3d is always important, it's easier to target them, easier to see them, and they can be more of a nuisance. Also make them resemble something, red blob seems a bit meh.

Good luck anon!
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>>343392431
The dark skybox is really gloomy, kinda depressing. You could change it into an actual Vegas skybox (big buildings and shit and lights) or just some lighter skybox in general.

I don't really mind the pixels, I mean, I know why people use it and it's better to have a solid game with pixel art than a nice model with shit gameplay that is never finished. But it doesn't bothers me much, since it's in 3D.

But yea, with the platforming and sliding you basically got Mario 64 covered, and you seem to have some bombs and dragging of blocks, so I guess it's all up to level design to make use of those mechanics.
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Changed the textures. Does it look better?
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>>343392431
I don't know, but for a casino level, something colorful. Definitely some color changing lights and stuff. I actually think that the game would look much more coherent if everything had outlines like blanco himself does.of course, this would make him stand out less, but he could be the only blank colored object in the game.

Im also wondering What type of levels are you aiming for? (Using mario games as an example) Short linear stages like Mario Bros within themed worlds? More open like Mario 3D world? Or FULLY open like Mario 64/sunshine.

Anyways, very nice work, I love the character of blanco.
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>>343391424
i made a few when i was complaining and pointing out bugs
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>>343391975
>have mouse interaction
>but not use it for camera
What
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>>343392948
Camera just wouldn't work with mouse. I tried a ton of different methods, but it wouldnt work.
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>>343390754
>>343392849
Not to rag on you again OP, but now that looks like a level from Alice: Madness Returns.

Also your music sounds once again similar to another game, give me time to find it again.
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>>343392849
Yes that looks much better as a floor texture. Simpleness looks better than the detailed ones from before, it's hard to have a lot of detail in low resolution so this makes sense.
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>>343392849
The pattern is simply too repetitive. Needs something to break it up.
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>>343392883
It's more like 3d world in what I'm going for in terms of stages. linear, but fun gameplay with changes in mechanics often
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>>343393010
>get mouse acceleration
>use on camera
>???
>profit
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>>343393040
Casino themes have been in many games. I enjoy them.
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Hey op I love it. My only request is to have a level with giant mushrooms that you can bounce on and stuff. Not as a Mario reference, just because giant mushrooms are cool.
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Seems like a cute game, anon. Keep it up.
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File: Boxboy4.webm (515 KB, 1280x720) Image search: [Google]
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made a webm of the dangly animation which i thought was pretty cute
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made it to the top of the fort in 0 A presses
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>>343392849
Would be pretty nice if you based the textures off Sonic's Casino levels.

Or just have a sonic-like general look on whole game.
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>>343394564
lol i guess i need to raise the death barrier a bit more
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>>343391975
your character move way too slow
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Uploading a new video with all of your suggestions put into the level. stay tuned
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Here's the new version of the level.

https://www.youtube.com/watch?v=wBnfQvA7F-w&feature=youtu.be
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>>343395006
Looks really nice with these light effects!

As I said before, >>343394576
It would be nice if you could have gold or sliver or metallic colours for the stage along with a sonic like appearance, since that it looks pretty bland and monochromatic with all these purples being used.

And also the brick texture looks pretty ugly and doesn't really fit with the whole casino theme. Having some inspiration from real and vidya casinos would fix that.
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when i hold a direction after ground pounding half my body stays in the ground

also why did you remove crouch from the fucking key customisation? even if crouch is no longer a thing i still need to rebind it for ground pound you fucking fuck
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>>343395386
What color should I change it to?
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>>343395532
ground pound isnt a thing in the newest versions. it's being replaced with a second dive option until I find a good use for it
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>>343395006
Three things:

Consider adding an indicator that tells you where you can drag objects like that dice. It's not really clear if you can bring it with you for the rest of the level or if it hits an invisible wall.

From your videos your levels seem to be linear in the sense that you just have to keep moving forward to get to the end. One of the things M64 did so well was making levels on square planes.

Finally your levels seem pretty barren. I get that you want to add more stuff and this is only a wip, but walling the player in in some way usually makes it feel better imo. If you really want to stick with the open stuff then get inspired by Croc I guess because it's done kinda well in that game, even though it's still a bit iffy to me.
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>>343395386
>>343395006
It'd be neat if you added some casino specific challenges, instead of just playing cards and dices. Throw in a slot machine of some kind mabye.
You could also use neon panels for flooring instead of bricks or something.
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>>343395546
Gold

I would definitely recommend that you should replace the brick texture and try going for something Sonic-like as in pic related.

Also, I apologize if I have been pushing Sonic too much. It's pretty much the only good thing for casino design.
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>>343395793
This is honestly a pretty good suggestion.
Instead of calling a purple-bricked level a casino level, try to get inspired by Las Vegas and what they do. Use monuments like the pyramids and shit like that.
Also simply adding poker chips or gold coins as props would help a lot.
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>>343395793
You mean like this?
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retro shit has jumped the shark

there is nothing charming about it
it is just a (poor) mask of your lack of talent

if you're not willing to put the time into your game actually looking good, then don't bother at all
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>Get into this thread.
>Expect people to endlessly lash out and bring the OP down because people on here scorn the act of creation.
>It's actually people giving loads of constructive criticism instead.

What the fuck, people.
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>>343396532
3d platformers are too rare and precious to be an ass about.
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>>343396419
Much better!

I would reccomed that you should do what as >>343396147 has said.

I would try adding some carpets with patterns to the floor to make it look less bland.
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>>343396715
Forgot to say,

You should try moving on something else than a brick texture.
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>>343396419
It looks alright, if a bit repetitive.
Though one thing I'd like to note is how there didn't really seem to be much in terms of challenge in the level you showed off in the video earlier.
With the casino theme, I could think of some interesting challenges like having those cards that move around go from being in their deck to spread out to being back in the deck again, meaning that you would have to time your movement well enough to not fall into the pit when they go back into the deck.
And also as someone noted earlier, it would probably work better if your character moved just a little bit faster.
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>>343396419
Golds, purples, reds, blacks, and checkerboards.
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>>343396715
I'm going to be making an interior section in the level. Ill put the carpet and such in there.
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>>343396837
I will be making the level more difficult, and I recently increased his speed.
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>>343396973
I tried illustrating my point from earlier about it being super linear by drawing out the basic layout of the casino level.

One of the things that make 3d platformers so good is that you move vertically as much as you move horisontally. With your current level design there wouldn't really be much difference if it was just a 2d side-view platformer as the 3rd dimension doesn't really add much.

Try to explore more compressed levels with shortcuts and gates. And if possible try to implement something that rewards exploration and experimenting.
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>>343397247
Also if you want quicker/easier feedback/ideas you could open up a piratepad and link it here. It makes for much more convenient discussion and brainstorming.
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>>343397247
That's only this level that does this. my other ones are more "3d". Also, the second half of this level, the interior, will be more free roam than the outside.
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Took your suggestions. Does this look better?
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>>343397671
Looking good
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>>343397671
Yes
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>>343397671
Hey OP. What platforms are you gonna be bringing this game to? PC obviously. How many levels do you think it'll have?
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>>343398341
If I can afford it someday, maybe consoles. I might come up with a mobile release at some point if I can figure out the touch controls. I am planning on making 16-32 levels, And if it get enough attention, Ill make extra level packs
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>>343398484
Take your time. Make the game as good as you can imagine it to be. Release it on PC and hopefully you will get enough money to afford to bring it to other platforms as well, if the game is already very liked HERE in such early stages, then I bet many many people will enjoy it.
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>>343398585
I will. I was actually surprised at the response myself.
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>>343398484
32 seems good, but I'd recommend you to create some secret levels using previous mechanics.
I love that shit.
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>>343394564
>dancing scenery

Aight OP, You got me. Where do I buy it?
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>>343398719
If I can get the website to work, then GameJolt. But if I can't then it will have to be itch.io. I'll let /v/ know when the full release is out.
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>>343398696
There will be plenty of secret levels. I already have some in mind
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>>343395006
>wall jumping
You now have my full attention
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>>343397671
This is a massive improvement already. Do you think you can add a border to the carpet?
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If blanco changes colors will he receive diffent powers?
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>>343399046
Yes I could
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>>343399072
That was the plan if I can figure out how to implement it.
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>>343399173
If he gets a fire power up I think he would look cute getting little devil horns and turning red
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>>343399268
atm I'm making a super speed powerup that turns him orange
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>>343399343
>not blue
do you even go fast?
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Looks interesting OP. All I can really suggest is making it less mario-like. Power ups on the ground is boring, implement then some other way.
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In what engine are you making this?
Or did you write it all yourself?
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>>343399478
Hes said he's redoing the entire moveset. The Mario 64 one was placeholder. Game is still very early in development so its understandable
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>>343399495
it's unity from the dev environment from the vids
>>343399478
this is a nice idea. Maybe something working with the bombs? also bombs power up op
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>3D pixelshit
Please don't take it as just bitter shitposting OP, but I highly recommend you either git gud with low-poly modelling, or you pay for an artist (or find an artist who will voluntarily join your cause?). Low-quality 2D pixelshit is enough of a plague as it is, but when you bring it into 3D the problems are tenfold.

Pic related, has low-res unfiltered "pixel art" textures but looks pretty damn good. I understand you won't simply change overnight, but you do seem to have the actual drive to make a good charming game - a quality most /v/ devs lack entirely - so I do hope you eventually go away and give the art style a rethink and a complete do-over.
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Here's a Master Course, (MIT certified) on background design if you feel like you need to up the detail of your levels

https://www.youtube.com/watch?v=AM387ADAPko
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>>343399776
These levels are just the basic layouts. In the final release, They will have more detail and better cosmetic appearance.
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Why don't you post the download link to your latest version?

http://gamejolt.com/games/blanco/160018/download/build/349933
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>>343391975
0:53 scared the shit out of me, I'm too paranoid for this shit
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>>343393010
Drag objects with left mouse button, drag camera around the player character with right mouse button. Wouldn't that work?
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>>343400302
That could, but that isn't the issue. I tried writing several scripts and downloading several scripts for player orbit with the camera, yet non of them would work.
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>>343399908
Oh okay, that's much more promising. And you'll be redoing the main char too, I hope?
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>>343397671
Needs more aesthetic geometry floating/spinning in space
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>>343400534
>aesthetic
I'm a vaporwave, future funk and synthwave faggot and even I think this meme needs to end.
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>>343391975
i got an idea, why dont you make the character hav esome lines? it would be cute imo

like when you get hit, solve a puzzle or find something interesting, theres a small text box about him saying some line in the corner of the screen

should be quite an amount of lines so they dont get repetitive, you can decide whatever attitude he has, but i would prefer it to exist for humorous reasons

good luck devfag
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Add stuff to look for in the level like hats you can put on the protag, or clothes and costumes, maybe extra music or stuff to unlock bonus levels
Looks great op, flesh out the enemies and levels a bit though. Add more fluff and stuff to do/see
Also a hub world is always welcome.
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>>343401653
I will be putting plenty of bonus levels along with the main ones. In the demos there is a hub.
Thread replies: 93
Thread images: 16

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