This week was full work on the AI, which was lacking a bit, to say the least. It is a simple state machine that changes based on the distance to the character (far? jump, close? punch/kick) and its own physical state (falling? stucked? idling? close to edge?).
Eventually I managed to make se…
This is the new Level Select Screen, made by ponylab studio:
This is how it used to look:
So you can see it was a big improvement.
More info about the game: Posable Heroes on Steam
Refining the tutorial was probably one of the hardest part of the "later development". Everything was in place, but how to teach the player how to play the game was still a struggle.
The first time somebody tried my game, he was 15 minutes on level 1 and he couldnt even solved it. So this wa…
In the last post, I explained how to solve the box2d issue about cloning a world. It's pretty simple, fairly fast and reliable in its results.
I didn't use it. Why? Because there are some cases (like my game) that it doesn't w…
So, in the previous post I said the main problem about duplicating a box2d world. The worlds differ.
Why would you want to duplicate a box2d world?There are several reasons:
Today I was working with a real buggy bug that has been bugging me since pretty much the beginning of development.
You see, I choose to use box2d c++ version for Posable Heroes. It's open source and pretty solid. And the best of all, it's deterministic. That is, there is no "random" on the s…
Alright, I took a long hiatus because I was tired and starting to feel burnout. Now I'm back and ready to give this final push that is needed.
First thing first, I have a steam store page set up!
Which is good, now people can wishlist the game. Currently I'm at 69 whislist wh…
Alright! 11 days on greenlight, and work must go on.
Today I show you a couple of characters that you will find on you animated adventure.
This is some sort of goliat/brutus minion that will get in your way. There's no way to defeat him by punching him so you better use your head in this confrontatio…
So, finally, Posable Heroes got into greenlight on monday morning.
Preparation:
I prepared my 512x512 logo, which has to be less that 1mb so some optimization had to be done. I decided on an animated logo for extra attention. But the animated portion was small (like 30%) so the weight would not be as…
The last month I've been putting the new artwork into the game. Still lots of work, but it's nice to see it come together.
Last entry I was wondering about two diferent artwork style and trying to decide which one to keep. I decided to go with the cleaner looking one. The paper borders were just too…
Since the beginning I wanted to add clear borders to all my characters and levels. This was mainly due to this being a physics game, and I wanted no doubt about which object can collided with which object.
Since the characters takes a lot of effort to move, then the player should find no surprises a…
After 3 years of working alone, I have hired an artist to work with me on the game.
The pros:
- I was able to work the game at my own pace (i. e. very slow) and just focus on programming, without being distracted/worried about leading an entire team.
- I could change, scratch and toss away work. Redo…
One of the levels I've been working on requires you to use a skateboard.
Allthough in the level you just have to ride the skate through ramps and jumps (hard enough), for this screenshot saturday I decided to invest a little bit of time trying to see if I could make the character perform an ollie o…
There are three heroes in my game. They all move the same. Move the limbs -> thus the torso moves. Enter the robotic companion.
The Robot idea came from the observation that sometimes you need a little push to make your character go through some obstacle or reach a destination. I consider the id…
I made several small changes to all levels, trying to smooth any rough edges the testers find.
One problem with this approach: The games are going to be painted (as in, no tiles or reusable pieces). That means everytime I change a level, a (theoretical) artist should change their drawings and reexp…
Today there was some level design progress!
[color=#000000][font=Verdana]Based on some feedback, I've been working on the levels to solve details that players are striggling with.[/font][/color]
[color=#000000][font=Verdana]The second level had a few problems:[/font][/color]
[color=#000000][font=Ve…
It's been a long time since I posted. I've been making significant changes based on some feedback received.
There's a new alpha demo out in case you want to try it: www.themostposerheroes.com (<-- do you have some spare time? feedback will be really appreciated!!)
The big main difference is that…
I've been doing a lot of GUI/tool programming for the last two months (mainly building a level/character/campaing editor).
And I have noticed a huge difference in my mental state while programming GUI/tools sutff.
As in, when I'm programming games, I'm constantly on my toes: "Is this eff…
I just separated three screens form the Level Editor (Image Editor, Part Editor and Object Editor) and packed them into a Character Editor.
Now you can create your own character, with any number of limbs and its own physical properties, …
It took me a lot longer that I estimated, but I have everything in place now so hopefully I can start focusing on level design.
It is divided in several "screens". The Image Editor lets you load files, set their UV coords, set origin, and if they are animated sprites you can…
Well, excuses are over a…
I finally managed to put together a 6 level early build of The Most Poser Heroes.
Please, I need brutally honest feedback. Yeah, the one that destroys your soul and dreams.
Here is an old trailer, and here are gifs and screenshots.
Dowload (windows only): www.stochasticlints.com/builds/TMPH_0_5.zip…
Since his "old" laptop was still 4 years younger than my current laptop, I took it. I needed it to record better videos since fraps+my game was too much for my current machine. Nothing else. I was probably going to keep using my machine for development.
I don't like …
I've been working on adding physical projections of what is going to happen.
In the previous version of The Most Poser Heroes, there was a lot of "guessing" of what was going to happen. You had to really understand the behavior of the physical bodies to move you…
Here the player gains control over the leg also (level 1: only controls the arm). The body is still fixed, so there's not a lot of room to screw up.
Exactly zero minutes were spent researching the insides of a helicopter…
Besides modifying the first levels, I have added a few control related improvements.
Inverse kinematics:
I slowed it down on purpose to give the user more control.
This is something that seve…
This is the current first level:
It's a vertical level, from top to bottom; so gravity was supposed to help. It was not enough. So this level needs to be redesigned.
Also, I've been trying…
Consensus: Good idea. Boring implementation.
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I really like the idea behind the game however in it's current state it is no fun to play at all because the process of anim…
I made it based on YouTube's control bar...
mixed with Adobe Flash's time line...
Although functional, as i said before, a lot of people are having trouble grasping it. Programmers and animators have very little issues, but "commo…