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Re: Butterfly
Posted: Sat Apr 23, 2016 9:22 am
by Rado1
Unfortunately I cannot download 017up.zip - IE tells "The 017up.zip download was interrupted", Chrome tells "Failed - network error".
Re: Butterfly
Posted: Sat Apr 23, 2016 10:08 am
by VilleK
I like it! The graphics and game design are original, the audio works fine, there is some nice "punch" in destroying things, good shooting action!
Re: Butterfly
Posted: Sat Apr 23, 2016 10:16 am
by Kjell
Hi rrTea,
Good number of improvements over the previous version

Looking forward to some more difficult levels though ( i did get hit this time .. but mainly due to recklessness ). Here's the
recording, hope this gives you some useful feedback.
Rado1 wrote:Unfortunately I cannot download 017up.zip - IE tells "The 017up.zip download was interrupted", Chrome tells "Failed - network error".
I suspect your anti-virus doesn't like kkrunchy
K
Re: Butterfly
Posted: Sat Apr 23, 2016 11:38 am
by VilleK
Wow, Kjell shows some expert moves

. That video made me like the game even more. Feels like an old arcade game in all the good ways.
Re: Butterfly
Posted: Mon Apr 25, 2016 2:04 am
by rrTea
Rado1: As Kjell said it's probably due to kkrunchy.
VilleK: Thanks for the nice words, this project uses only like 1% of ZGE's great power but I hope I'll push it to at least 2% when (if ever) I become a better programmer
Kjell: Thanks for the recording, of course it is very useful! I noticed you used the same method for clearing all the levels, did you know you can also launch a soul / follower (like a rocket) or did you just stick with the winning strategy because it's practical? Admittedly using launching makes the opening levels even easier...
Re: Butterfly
Posted: Mon Apr 25, 2016 11:11 am
by Kjell
Hi rrTea,
rrTea wrote:I noticed you used the same method for clearing all the levels, did you know you can also launch a soul / follower (like a rocket) or did you just stick with the winning strategy because it's practical?
I'm aware that you can launch souls, but that feels like a last resort kind of thing to me ( for example when you're cornered ). The first level for instance requires 8 well-aligned shots ( while there's no real time to assess / plan for this ) in the correct order ( as you don't want any glitch fields to remain when you take out the last enemy ) to clear.
Whereas collecting 10 souls just lets you focus on getting them to spawn close to you / picking them up and not dying.
Even worse in the second level ( because of the 7x8 glitch fields ). Clearing that level by launching souls requires more than 10 of them .. aside from the fact that you would need / want to focus on the glitch fields while you're being shot at. It just doesn't seem like a helpful tool / good strategy.
By the way, what are the stars actually for?
K
Re: Butterfly
Posted: Tue Apr 26, 2016 2:58 am
by rrTea
Hi Kjell,
I see what you mean, thanks for clarifying (actually it's 5 shots, not 10 - regardless, I get what you mean). Let's hope the level design will be better in the final version!
Stars "repair" the damage (but you got hit only once so didn't need to use them).
Edit: clarification
Re: Butterfly
Posted: Tue May 17, 2016 11:56 am
by rrTea
I'm currently working on the overworld part, here's what I currently have on screen:

- 剪贴板图片 (2).png (75.01 KiB) Viewed 17292 times
Re: Butterfly
Posted: Tue May 17, 2016 3:11 pm
by VilleK
Looks cool. Is that for cutscenes between levels? Did you copy that image from somewhere or design it yourself?
Re: Butterfly
Posted: Wed May 18, 2016 3:39 am
by rrTea
That's for overworld (where NPCs give you challenges). I drew it.
Re: Butterfly
Posted: Fri May 27, 2016 12:00 pm
by rrTea
...and here's the current build! ...
Edit: but by now it's outdated - I'll post the current one as soon as it's ready.
Re: Butterfly
Posted: Fri May 27, 2016 1:12 pm
by VilleK
I can see that the overworld sections will give the game a story and additional atmosphere. It looks very promising! I really hope you have the perseverance to finish this game because it is at the polishing stage that many lose interest and abandon their projects. As the saying goes, the last 5% of making a game can take 95% of the time

.
Combo system
Posted: Thu Aug 11, 2016 5:26 am
by rrTea
Here is the newest addition: combo system!By racking up consecutive deletions, combo meter goes up! Which in turn makes it easier to delete even more enemies.
There are other numerous additions to the game but it's mostly graphical so I'm not sure how much is anybody here interested in that kind of stuff?... Things like NPCs and intro for example. Previous month I finished working on the sketch for the intro, now I'm working on the various symbolic "animations" that appear here and there.

- Intro start.
- 剪贴板图片 (1).png (152.54 KiB) Viewed 17002 times
Re: Butterfly
Posted: Thu Aug 11, 2016 9:47 am
by VilleK
The overworld and intro sections look great. You are really good artist

.
I'm very much impressed how this progress and look forward to the finished game! Keep us updated please. I've said it before, seeing great stuff like this being made with ZGE is what most motivates me to keep working on it.
Are you planning to release this commercially? It looks like the sort of game that I would be willing to pay for.
Re: Butterfly
Posted: Thu Aug 11, 2016 10:06 am
by rrTea
Thanks for the nice words

Yes I'll try to update it a bit more regularly!
The plan is to release it commercially, we'll see how that goes.