Recent Posts

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Audio / Re: This sounded pretty TGL to me.
« Last post by arseniy on March 21, 2019, 06:52:02 AM »
A track and artist name? I am not sure I want to register there.
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Audio / Re: This sounded pretty TGL to me.
« Last post by deepshock on March 20, 2019, 07:35:43 AM »
I'll give this a listen this week.  :bluelander:
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Work / Re: Steel Seraph- An original game inspired by The Guardian Legend
« Last post by deepshock on March 18, 2019, 07:16:34 PM »
Gamejolt page up for beta 0.9.9.4 https://gamejolt.com/games/steel-seraph/89348
Itch.io page updated with the same build: https://deepshock.itch.io/steel-seraph
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Work / Re: Steel Seraph- An original game inspired by The Guardian Legend
« Last post by deepshock on March 09, 2019, 01:08:37 PM »
https://deepshock.itch.io/steel-seraph updated:  :bluelander:

Changes since the February beta:

Explosions are now particle-based and more heavily emphasized.

All of 1-A has been changed significantly:

- Ground-based movement and firing tests to start, then an aerial test, with tutorial explanations all woven into Seraphine's in-universe role as an aerospace test pilot, with new dialogue to match. Seraphine gets the Spread Gun before the boss fight with Kirin.

- Engineers being rescued are held in various buildings in District 12 (Marc Garneau Centre, Altair's House, MacroMart.

- Enemy animations for ground foes fought in districts 12 and 13 are now far more gradualized, allowing for more fluid movement.

- District 13 tile blockades are no longer a maze. Traversable path is significantly more straightforward, with dialogue to match.

- Golem boss fight has changed: Golem has 1000 HP instead of 500, but the CJ-Bat will force the Golem to a wall, stunning it briefly and doing 300 damage +100 for each golem rock it bounces into during this event (stunning is visible as slowed-down, more frantically animated rolling mixed with partial, gradualized flickering)

- Work is still actively being done on the game, with some outstanding tasks already in the queue to be applied to the next build. This is essentially an update to keep any further feedback current and to display progress so far.

- A dodge trail is added when Seraphine dodges.

- Double-tap dodging is turned off by default.

-Tutorial simplified and shortened. No strafing required in the tutorial ground stage.

-Bugs with regards to collision (frame drops) and dialogue (occasional crashing) fixed.
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Work / Re: The Guardian Legend: Shadow of Naju
« Last post by arseniy on March 09, 2019, 02:01:22 AM »
That's because, for example, when you move straight right you have X_coordinate+1

But when you more right+up, you have like X_coordinate+1, Y_coordinate+1 - so there you moving by 2 pixels. Not by distance tho. Calculating the right distance could be found out by formulas like object flying after the mouse cursor.

And I checked the original game. And it seems to not have this thing! So maybe it is something to think to update.
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Fan Art / Re: The guardian leyend T-shirt custome
« Last post by arseniy on March 09, 2019, 01:47:53 AM »
Nice
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Fan Art / The guardian leyend T-shirt custome
« Last post by Andres97100 on March 08, 2019, 01:56:51 PM »
A few days ago I sent for a personalized shirt. And yesterday, March 7, it came to me. I'm very happy with my new shirt uwu  :3

Link: https://www.deviantart.com/andres97100/art/The-guardian-leyend-camiseta-788765810
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Work / Re: The Guardian Legend: Shadow of Naju
« Last post by Anegorami on March 06, 2019, 05:40:39 PM »
Just have one issue...In Labyrinth, When moving character using up, down ,left or right, seems to walk on normal speed, but if i go upper left, upper right, down left, down right, character will move double speed on those dirctions. It feels odd.
Such behavior is common for games, since some programmers tends to forget to cap the max possible player speed. See "Straferunning" and "Trichording".
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Work / Re: The Guardian Legend: Shadow of Naju
« Last post by katesibce4 on March 05, 2019, 06:44:31 PM »
Just start the game, good gameplay and design.
Just have one issue...In Labyrinth, When moving character using up, down ,left or right, seems to walk on normal speed, but if i go upper left, upper right, down left, down right, character will move double speed on those dirctions. It feels odd.
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