Well, the character is a deranged psuedo Victorian style playwright who ascends to godhood, so gloves work well. The feeling I'm trying to evoke is one of a "showman".
Though really, anything will work as long as it isn't excessively realistic and is generic enough to be used by other, similar bosses.
I've been steadily updating BoundWorlds with new features. Wind physics and the possibility of a party system are the latest additions. I'm building a world with an extensive plotline, and adding new features as the need arises. In the meantime, feel free to add your own creations to the multiverse!
In addition, we now have a Discord server for discussion, bug reports, and showing off your worlds! Check the main post for the link!
In 2d games, the best philosophy for graphics is "gameplay first, logic second". First ask yourself what information the player needs in order to play the game (first and foremost, position and hitboxes) and make the art reflect that.
Nobody will care or even notice if the perspective makes no sense as long as they can play effectively, but if the hitboxes are hard to judge people will notice even if the game looks great. Since the height of the ball probably isn't as important as the x/y position, focus should be placed on making sure the player can easily judge the position of the ball and the goal hitboxes.
Make sure the shadow is directly below the ball, and the goal area is clearly marked with visible lines on the ground. The graphics should then be built around that.
Would love to see it! BW is mainly designed for making "short story" games, or multiple short stories that are linked together, so it's ideal if that's your goal.
BoundWorlds has gained its first significant player-created world (not counting my own creations), and it's a nice one. It's called Lusuria, and incorporates a city of monsters, a dungeon with puzzles, enemies, 3 bosses, and a nicely fleshed-out cast of characters. It was built by Kamani, a player from the Bay12 Forums.
As for new features, there are plenty. Auto-credits now work, so artists will get properly credited for their work in-game. There's also a new combat system that incorporates knockback physics and knockdown effects, inspired by old-school beat-em-ups. Or you can ignore those options and keep it pure action-RPG.
BoundWorlds continues to grow. In addition to many general QoL improvements to the world editor, we've got an improved cutscene system and the ability to modify the inventory of individual sprites (generally for shopkeepers or chests). Some more helpful packaged classes as well.
I've uploaded some new videos for those who prefer to see the game in action. Check it out.
Hey, I used your edit for Harlequin Epicycle in one of the boss fights for my up-and-coming world building game, BoundWorlds. Check out the gameplay video here:
You'll get credit for it (as will everyone who contributed assets that get used in the game). I'll probably use more of these assets as well, they're really good!
Hey, Redshrike! I've made Harlequin Epicycle into a boss for my online world building game, BoundWorlds. He's perfect for testing and demonstrating new world building features, especially those related to special effects. Here's a video of the battle as it is now, featuring all 3 forms:
I should really thank you specifically - since BoundWorlds is built entirely on free assets, your work is showing up a lot! You'll probably be in everyone's world credit screen for one thing or another, haha.
I recently added a package to BoundWorlds that will make creating dungeon-type areas a lot easier. It's called Legendary Dungeons.
Here's a preview:
https://www.youtube.com/watch?v=QgDR3azAPW0
Also, a lot of other improvements and updates have been made.
Haven't posted here in a while, but BoundWorlds is still growing, and lots of assets come from OGA.
I've made some new videos, check them out!
Well, the character is a deranged psuedo Victorian style playwright who ascends to godhood, so gloves work well. The feeling I'm trying to evoke is one of a "showman".
Though really, anything will work as long as it isn't excessively realistic and is generic enough to be used by other, similar bosses.
I've been steadily updating BoundWorlds with new features. Wind physics and the possibility of a party system are the latest additions. I'm building a world with an extensive plotline, and adding new features as the need arises. In the meantime, feel free to add your own creations to the multiverse!
In addition, we now have a Discord server for discussion, bug reports, and showing off your worlds! Check the main post for the link!
In 2d games, the best philosophy for graphics is "gameplay first, logic second". First ask yourself what information the player needs in order to play the game (first and foremost, position and hitboxes) and make the art reflect that.
Nobody will care or even notice if the perspective makes no sense as long as they can play effectively, but if the hitboxes are hard to judge people will notice even if the game looks great. Since the height of the ball probably isn't as important as the x/y position, focus should be placed on making sure the player can easily judge the position of the ball and the goal hitboxes.
Make sure the shadow is directly below the ball, and the goal area is clearly marked with visible lines on the ground. The graphics should then be built around that.
Would love to see it! BW is mainly designed for making "short story" games, or multiple short stories that are linked together, so it's ideal if that's your goal.
BoundWorlds has gained its first significant player-created world (not counting my own creations), and it's a nice one. It's called Lusuria, and incorporates a city of monsters, a dungeon with puzzles, enemies, 3 bosses, and a nicely fleshed-out cast of characters. It was built by Kamani, a player from the Bay12 Forums.
As for new features, there are plenty. Auto-credits now work, so artists will get properly credited for their work in-game. There's also a new combat system that incorporates knockback physics and knockdown effects, inspired by old-school beat-em-ups. Or you can ignore those options and keep it pure action-RPG.
BoundWorlds continues to grow. In addition to many general QoL improvements to the world editor, we've got an improved cutscene system and the ability to modify the inventory of individual sprites (generally for shopkeepers or chests). Some more helpful packaged classes as well.
I've uploaded some new videos for those who prefer to see the game in action. Check it out.
Hey, I used your edit for Harlequin Epicycle in one of the boss fights for my up-and-coming world building game, BoundWorlds. Check out the gameplay video here:
https://www.youtube.com/watch?v=HBmGLzfbHEQ
You'll get credit for it (as will everyone who contributed assets that get used in the game). I'll probably use more of these assets as well, they're really good!
Hey, Redshrike! I've made Harlequin Epicycle into a boss for my online world building game, BoundWorlds. He's perfect for testing and demonstrating new world building features, especially those related to special effects. Here's a video of the battle as it is now, featuring all 3 forms:
https://youtu.be/HBmGLzfbHEQ
I should really thank you specifically - since BoundWorlds is built entirely on free assets, your work is showing up a lot! You'll probably be in everyone's world credit screen for one thing or another, haha.
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