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ChaosVortex
Super Robot
Posts: 5638
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« Reply #539 on: 10 October 2009, 04:40:53 » |
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I'm still getting ideas for cards even though the set is already done, so I don't know if I'm going to redo the rarities. In the meantime, here's Sluggo. TCG Support cards for Slugking: A Legendary Ocean, Ojama Trio, and Ground Collapse, Posted on: 9 October 2009, 21:43:56
Sketches:
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ChaosVortex
Super Robot
Posts: 5638
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« Reply #541 on: 19 January 2010, 07:06:16 » |
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That's just an experimental piece of work. I'm using Paint.Net to work on the final production. It's part of the background and I'm just gonna outline everything I want, and color it. Hopefully it comes out well, because I really don't have an idea what I'm doing when it comes to coloring. Posted on: 10 October 2009, 05:15:21
Flip flopping between projects. Here is an enemy for Snare's Stage. It's a carefree cactus enemy who's only joy in life is to stay in the sun and fire shots in the air at random. However, he has a temper. Should you shoot at him, thorns will emerge and fire in every direction. I intend to make his angry sprite red and have him animate by bobbing his head left in right very quickly. EDIT: Instead of bobbing, I'll just make him angry. Easier to sprite and implement. Posted on: 17 January 2010, 03:58:03
Here's da sprite.
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ChaosVortex
Super Robot
Posts: 5638
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« Reply #544 on: 20 June 2010, 23:44:18 » |
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Yeah, I realized that and might take it out. Posted on: 22 January 2010, 17:06:06
An enemy for John's stage. It's a Drill Joe. Drill Joes will dig through dirt and ground in one direction until they either hit an object they can't destroy or fall off screen. If a Joe can't dig any further, it'll self-destruct on contact with the object. Not only are these machines faster than you, the drills act as a shield that deflect any Mega Buster shots. If that's not bad enough, the drills also act as death spikes. If you can run but can't hide, chances are you're probably screwed. Posted on: 28 January 2010, 05:58:00
After considering several stages, I started to do one that really popped out at me when it came to stage ideas. For those who are curious to know what kind of layout John's stage looks like, here is a very VERY sloppy pattern of it. There are barely any graphics in it though, so be prepared to be looking at a bunch of blocks. John Stage PreviewNon-visible stage objects/enemies include the Drill Joes, Battons, Mets, Transporting Mine Carts, and ladders.
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Mikero
Super Robot
Posts: 11986
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« Reply #547 on: 25 May 2013, 03:52:52 » |
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Alright dude.
I know it was 3 years ago since the last post in here, but I just looked through the project again (via your sig) and I've decided to have GOT to get this going once more.
For a self-centered example: Look at the amazing work you did making a stage for me, it holds up really well! In fact, I know a bit more about level design now than I did when you first posted it, and I love it even more.
You really hit exactly what the classic series' gameplay was ABOUT. You're introducing the gimmick early and letting the player figure the ##### out (RE: Sequelitis, y'all know), but double-##### that 'cause the even cooler part is you took special care for theming. The ninja Robot Master has a nice flowey jumpy level with traps and climbs and to top it off--my new favourite part--A boss fight on the top of a building making me col liek Strom Eggol!!!!11
Plus you took special care to learn everyone's character and appropriate their moves to go with it.
Really we all kind of threw these characters together half-hazardly and they don't all work but you made it work.
I don't know man, I don't know what you lost, or you're just not into the idea anymore (and that's fine) but I think it's totally still worth doing and if MMM had it's own little game on the front page or something? SHOOOOOM. #####ing shoom, dude. That's what this place needs, and I think most people would agree and/or still want to be involved. I'm obviously still in love wit-it.
And Sano should be a recurring mini-boss/hard enemy.
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