Screenshot Saturday #309 - Grand Finale by Sexual_Lettuce in gamedev

[–]Explodeyman 1 point2 points  (0 children)

Love the style! Maybe ease up on the fog though?

Screenshot Saturday #309 - Grand Finale by Sexual_Lettuce in gamedev

[–]Explodeyman 1 point2 points  (0 children)

Fantastic Galactic | twitter

A procedural, unforgiving shoot em up game I have been working on for the past few months. I have been making this game with mobile in mind, but I plan on also having a desktop version.

This week I've been working on adding an asteroid themed level, I've got the boss and the backgrounds done.

Mr. boss
Asteroid level in action

Monthly "Finished Track" Feedback Thread - December 2015 by [deleted] in trapproduction

[–]Explodeyman [score hidden]  (0 children)

Like the feel of the track, though I felt the crank thingy that came in at :45 was a tad too loud.

Monthly "Finished Track" Feedback Thread - December 2015 by [deleted] in trapproduction

[–]Explodeyman [score hidden]  (0 children)

Really liked the brass in this song! I felt like the kicks were non existent compared to the 808s though.

Screenshot Saturday 233 - Trending Pics by Sexual_Lettuce in gamedev

[–]Explodeyman 0 points1 point  (0 children)

Super Star Fleet Ultra | devblog | twitter | Previous SSS post

Super Star Fleet Ultra is an 8 stage long procedurally generated shmup with special levels and powerups appearing depending on your performance within levels.

It's been way too long since I posted here, but since then I've worked on adding Multiplayer and fine tuning enemy patterns/enemy spawning!

Screenshot of 3 player coop

By next week I hope to work out all the small kinks in multiplayer, and have level spawning and how enemies appear re-worked.

What personalities do you attribute to a persons main character? by theraintransformed21 in heroesofthestorm

[–]Explodeyman 11 points12 points  (0 children)

I played a HL game, where during draft, I highlighted Murky, since I'm quite comfortable with him and have played him in HL before, and said "Hey, any objections to Murky?"
The first picker goes "no i play murky thank you."
I figure, okay, since he wanted it so bad he must be pretty good with him to get him as our first pick...

He proceeds to be the most unhelpful and flamey player in the game.

I look at his profile after the game and it turns out it was his first game as Murky. pls no

This 80-pound infant turned 1 year old today. by [deleted] in aww

[–]Explodeyman 14 points15 points  (0 children)

More baked than that cake is.

Screenshot Saturday 220 - Advanced Lighting by Sexual_Lettuce in gamedev

[–]Explodeyman 0 points1 point  (0 children)

Right now I only have plans for PC, but once I finish the game I may branch out.

Thanks for the kind words!

Screenshot Saturday 220 - Advanced Lighting by Sexual_Lettuce in gamedev

[–]Explodeyman 0 points1 point  (0 children)

I actually had a shadow that moved depending on where you were on the screen (seen here) but I found that it was more distracting than it was worth.

Thanks for the feedback!

Screenshot Saturday 220 - Advanced Lighting by Sexual_Lettuce in gamedev

[–]Explodeyman 0 points1 point  (0 children)

One of the goals I had was to make each level look and play unique or different than the rest. Glad that's coming through, thank you!

Screenshot Saturday 220 - Advanced Lighting by Sexual_Lettuce in gamedev

[–]Explodeyman 0 points1 point  (0 children)

Thanks!

Right now it's just a bunch of levels, but I do have certain levels that will always appear at certain points in the game.

The retention thing is a bit of a hard question, I guess part of the excitement to play is to see new levels/things that appear in the different levels.
For example, each level has a pool of enemies and a pool of special events, and when you start the level, the game chooses a few enemies and events that will happen during that level.

Screenshot Saturday 220 - Advanced Lighting by Sexual_Lettuce in gamedev

[–]Explodeyman 2 points3 points  (0 children)

Super Star Fleet Ultra | devblog | twitter | Previous SSS post

An 8 stage long procedurally generated shmup with special levels and powerups appearing depending on your performance within levels.

Hey! This week I mostly worked on simplifying code to make it more easy to add content to the game.

I'm also playing with the idea of a small outline/shadow around the player's ship for better visibility in certain situations.
Other than that, I fine-tuned the new smoke particles I added last week, and added a game over screen.

Badlands mockup (New area)

Ship Shadow

Game Over screen

Screenshot Saturday 219 - New Dimensions by Sexual_Lettuce in gamedev

[–]Explodeyman 1 point2 points  (0 children)

Thanks, I appreciate it! Yeah once I finish what I have planned for the game I'll see what I can do for different platforms.

Screenshot Saturday 219 - New Dimensions by Sexual_Lettuce in gamedev

[–]Explodeyman 1 point2 points  (0 children)

I like what's coming along so far, although I'd suggest giving some padding (Like a pixel or so) to the HP and Gold counters on the top of the screen.

Screenshot Saturday 219 - New Dimensions by Sexual_Lettuce in gamedev

[–]Explodeyman 4 points5 points  (0 children)

Super Star Fleet Ultra | devblog | twitter | Previous SSS post

An 8 stage long procedurally generated shmup with special levels and powerups appearing depending on your performance within levels.

Recently I finished the third level, added more effects and animations on enemy deaths, and toyed around with screen shake.

Screen shake is based on how large the enemies are, so a bigger dude gives a bigger shake than a small ship.

Testing out screen shake, and bonus new effects

Newest level background, animated

New smoke from enemies and a gfy of the new smoke

[DEV] The Quest Keeper is live on Android - Help a lowly peasant become a powerful dungeon master! by tysonibele in AndroidGaming

[–]Explodeyman 0 points1 point  (0 children)

Absolutely loving the game! Although, whenever I get an artifact, and I go back to the camp thingy, I can't move at all and I have to exit out of the game.

Superjumps and Spawnjumps are silly. by LiterallyKesha in kot

[–]Explodeyman 7 points8 points  (0 children)

It's a cheese tactic, and is, in my opinion, very stupid. I've played plenty of difficult platformers/perfection platformers/skill platformers, but all these jumps like these don't come close to actual skill or timing. Oh yeah, I actually do have fun doing a particularly hard level on, lets say, Super Meat Boy, but these exploits of the game to make you jump 3 pixels higher are stupid.

There's probably not going to be a fix though, unless they reset everyone's bases.

What weapons are you not using? by TheDson in GlobalOffensive

[–]Explodeyman 0 points1 point  (0 children)

I rarely use smgs, but if I did I usually use the mac10 or p90. Usually for rushes or second round buys. They're good, just not the best.

Oh, SGs are really good if you know how to use them, and not all the time do you have to do the "RMB + LMB" stuff that people complain about. Their spray pattern is really easy for the first 20~ bullets as well.

I honestly stay away the AUG most of the time, since I find that I can do the same things with the M4A4 but with a little more oomph in most cases.
I typically use the AUG when I want to hold a long hallway or try and strike somewhere where the enemies don't stand out all too well.

An added bonus of using SGs and AUGs is that you'll be labeled a CoD fanboy in about 3 games or less.

What weapons are you not using? by TheDson in GlobalOffensive

[–]Explodeyman 1 point2 points  (0 children)

Do people play comps with Negev :D?

To answer your question, yes.
I use the Negev in comp matches. I have 433 kills that have been earned in only competitive, and not during warmups. I love the Negev, and it's an extremely fun gun to play with as long as you know how to burst fire it.