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Messages - bigosaur

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1
Bigosaur / Re: My Mom's a Witch: Castle Crashers meets Isaac
« on: Today at 01:48:01 PM »
Here are some elements for the Dungeon levels:

http://imgur.com/a/Btdb0

Soon everything will be prepared, and then I'll start designing the rooms.

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Bigosaur / Re: Jubal's Sontarans Skinpack
« on: May 27, 2017, 08:26:59 AM »
The colors seem a bit dark, but it looks pretty good.

3
Bigosaur / Re: My Mom's a Witch: Castle Crashers meets Isaac
« on: May 27, 2017, 12:19:17 AM »
I updated the game trailer with all the new content:


I also finished the animations and AI for the 3 enemies and one boss for the Dungeon. Still waiting on the artist to complete all the objects and props and then I'll start designing room layouts. I expect Dungeon to be ready mid-June.

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Bigosaur / Re: My Mom's a Witch: Castle Crashers meets Isaac
« on: May 21, 2017, 12:38:04 AM »
I guess I tend to think of a butcher initially in the sense of a friendly person who sells you bits of meat in a shop rather than its meaning as a killer!

Ah, awesome. In Serbian we have two distinct words: the man in the meat shop is "mesar" and the man who actually slaughters the animals is "koljaĨ" and we often translate "butcher" to the "bad" one.

Yesterday I set the name to "Simerian Butcher" because the "Butcher" felt too short. I guess with this prefix it would seem like a notorious killer, right? Looks like it would be better to simply have Butcher or "The Butcher". Is that true?

What attacks does it have, out of interest?

Don't you like surprises? :)

1. He has an overhead strike with the mace - slams it to the ground. Upon impact, the spikes detach and fly into 7 different directions. The mace itself does a lot of damage, the spikes only do 10.

2. He quickly swings the knife in a circle striking any players below and behind him. After a couple of rounds, he suddenly stops and stabs in front of him.

I tried to balance the attacks in such way that he's equally hard to fight with melee or magic/ranged characters.

You can stun him, but the recovery is much faster than the Ogre Mama and the Executioner.

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Bigosaur / Re: My Mom's a Witch: Castle Crashers meets Isaac
« on: May 19, 2017, 03:57:49 PM »
I'm working on the Dungeon level. For the first version it will have 3 new enemies and a new boss. Of course, a new background theme and new objects and traps as well.



The planned name for this boss is "The Butcher". It sounds a bit brutal to me. This game is played by kids as well (esp. parent + kid combination), so I'm not sure having a "butcher" boss is a good idea? It's hard for me to "feel" that as I'm not a native speaker. Do you have some better idea for the name?


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Bigosaur / Re: My Mom's a Witch: Castle Crashers meets Isaac
« on: May 14, 2017, 05:14:39 PM »
Reaction: I think the anim change is good, but I think the damage boost is larger than it needs to be - it doesn't make much difference but looks/feels a bit OP on early rooms.

Yes, it's definitely OP in early rooms, however, once you get to 3rd level it still feels underpowered compared to melee/magic (except the boss fights). Even if you power enough to get 100+ damage/hit, it still takes too long to fire an arrow in close-quarters situations. At least, that's my feeling after playing about a dozen games so far.

Perhaps it's too early to make the final decision. I'm soon going to add the dungeon to the mix and then we'll see how it would feel.

7
Bigosaur / Re: My Mom's a Witch: Castle Crashers meets Isaac
« on: May 11, 2017, 06:17:20 PM »
last I played it you can still get the blood mixer (which is useless)

I completely forgot about that. Will fix.

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it spawned the Ogre Mama & her hut within a regular room a couple of times for some strange reason.

I have seen that one as well and fixed it earlier today, so the fix will be in the next version.

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I often play as the archer & hadn't been finding it too bad; I'll let you know how I do with the new version. I think the archer had been under-powered on easy mode more than in main game (because of the lack of variant-type arrows which are usually pretty vital for archers).

Yes. I even though about disallowing archer in the easy mode, esp. because it's really hard to aim in multiplayer (enemies are chasing other players and not lining up with you) and I expect easy mode to mostly be played in multiplayer. You cannot unlock him in easy mode anyway.

8
Bigosaur / Re: My Mom's a Witch: Castle Crashers meets Isaac
« on: May 10, 2017, 09:07:48 PM »
A new version is up with some improvements to the easy mode, and a couple of fixes.

Most important change is that arrow shooting animation has been changed (for all characters). After firing the first arrow, the characters no longer reset to idle position, but transition to grab the next arrow instead (if you're still holding the key). That changes the arrow shooting frequency from 200+ frames to about 100 frames per shot. Only for arrows 2 and beyond. The first shot still takes 108 frames.

I also increased the base damage for bows to make the archer more on par with other heroes in late game. Since there aren't many ways to increase the archery skill, my reasoning was that, with a bunch of buffs, you should be able to one-shot regular enemies. This makes archers a little bit OP vs bosses, but they are still inferior in close combat with regular enemies so it evens out. Or at least, I feel like it does. Early game is now easier with archer, but late game is harder (except for bosses).

BTW, I'm currently adding a way to enter a custom seed, so you'll be able to replay some games if desired. And I'm preparing stuff for the dungeon level. Hopefully it will be ready in June.

9
Bigosaur / Re: My Mom's a Witch: Castle Crashers meets Isaac
« on: April 25, 2017, 08:46:39 PM »
If you have two replicator scrolls (which I did) you can literally keep using one to replicate the other forever which completely breaks the daily challenge system. I just got bored after about 10,000 points of doing it...

Thanks. I have no idea how to fix it though. I could simply remove points for scroll usage... not sure if that would hurt the game. I though about simply not giving points for usage of replica, but it feels inconsistent - especially since you could replicate some other useful scroll or item. Or maybe I should add a magic barrier and replicate scrolls would refuse to work on other replicate scrolls.

BTW, I re-evaluated the whole poison thing. Sometimes you might get a run where simply the gods of random number generator aren't in your favor and it's really hard to remove poison. You could sacrifice an item slot for it, but it somehow feels like it isn't fun to play a game like that. So I decided to reduce the poison spitter effect from unlimited to 5-battle poison. You can clear 2-3 battles while you still have some HP left and then you have a challenge of surviving a couple of rooms with 1 HP.

I plan to add a "hard mode" to the game at some point, and maybe all poison will be permanent there, but for a "normal" game it will have some limit.

10
Bigosaur / Re: My Mom's a Witch: Castle Crashers meets Isaac
« on: April 24, 2017, 10:44:11 PM »
I see you had over 34000 points in yesterday's daily challenge. Was it something special?

11
Bigosaur / Re: My Mom's a Witch: Castle Crashers meets Isaac
« on: April 19, 2017, 03:34:35 PM »
Hey, I watched a recording of your Twitch stream. It was pretty cool.  :D

12
Bigosaur / Re: Jubal's Doctor Who Skinpack
« on: April 18, 2017, 07:11:04 AM »
I see your point on the door opening thing (though the lizard wouldn't let you run right through everything, it only triggers after you finish/win battles).

Oh, yes. I always forget that, sometimes even during playing and then my super cool plan fails because I don't have as much mana as I calculated I would.

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Also, I figured my tiny Capaldi should have some enemies, and I've been feeling ill and not getting work done, so I made some Sontarans...

Awesome!  :)

13
Bigosaur / Re: Jubal's Doctor Who Skinpack
« on: April 17, 2017, 03:20:32 PM »
I know, one of the first things I do when I get a new game is investigate the files to see what I can mod :P I'm happy making skinpacks (and I've got some more planned), which at least do work - I've done a couple of runs with the Doctor to see if I could get him a teleport staff, but no luck. I'll get there eventually!

The game has a built-in control console. Press T to open the chat prompt and type this:

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/dm1

That activates the "dungeon master" mode. Then press T and type:

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/weapons

To get all the weapons.

At that point you can also move all the objects around with a mouse, use a mouse wheel to create or change objects and even create new levels. You can get a full list of commands if you type /help (just make sure you activate /dm1 first). If you're interested more about this, I can write a detailed explanation how it works.

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This actually gives me an extra weapon idea, a small staff (could be called something like "sonic wand" or "magical screwdriver" for the joke/reference, but I think it could be good to have even without that). Ability 2 (or maybe 3) mana, opens a door or shuts off a shooting trap (assuming you're standing next to one or the other). And perhaps a starting orb hit of 7?

That's a really cool idea. I'm adding it to my "weapons to add" list.

Edit:

Perhaps it would have a special type of orbs that stop the traps, and the mana ability would be used to open the doors? In that case, 2 mana would be too low. Imagine if you had a Lizard pet, you could simply just walk through all the rooms without fighting. Even with 3, it would mean skipping 50% of the game and you could skip every boss fight... When I think about it, I'm not sure if having a refillable item that opens doors is a really good idea balance-wise. Currently you can skip the boss fight only with the Escape scroll, and those are rare. Maybe if the cost was very prohibitive, like 8 mana or something like that... but still.

Maybe a better effect would be unlocking chests and locked doors? In that case I would even go for 8 orb damage.

Or, another alternative, it could be a single-use item which you can use to open a single door or a chest. It wouldn't be used as a weapon at all.

14
Bigosaur / Re: Jubal's Doctor Who Skinpack
« on: April 17, 2017, 03:07:49 PM »
I know, one of the first things I do when I get a new game is investigate the files to see what I can mod :P I'm happy making skinpacks (and I've got some more planned), which at least do work - I've done a couple of runs with the Doctor to see if I could get him a teleport staff, but no luck. I'll get there eventually!

The game has a built-in control console. Press T to open the chat prompt and type this:

Quote
/dm1

That activates the "dungeon master" mode. Then press T and type:

Quote
/weapons

To get all the weapons.

At that point you can also move all the objects around with a mouse, use a mouse wheel to create or change objects and even create new levels. You can get a full list of commands if you type /help (just make sure you activate /dm1 first). If you're interested more about this, I can write a detailed explanation how it works.

Quote
This actually gives me an extra weapon idea, a small staff (could be called something like "sonic wand" or "magical screwdriver" for the joke/reference, but I think it could be good to have even without that). Ability 2 (or maybe 3) mana, opens a door or shuts off a shooting trap (assuming you're standing next to one or the other). And perhaps a starting orb hit of 7?

That's a really cool idea. I'm adding it to my "weapons to add" list.

15
Bigosaur / Re: Jubal's Doctor Who Skinpack
« on: April 15, 2017, 09:19:30 PM »
This looks really cool! And I love Doctor Who. We should give him the Teleport Staff as the starting weapon. Unfortunately, I wanted the game to have compile-time checks so everything is hardcoded into the sources and it isn't really mod-able.

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