Practice Hack & Slash Game

brawlerbro

New member
So the assets I ended up using for these were too small, and I asked whether 100px would be enough for backgrounds. I ended up scaling everything to make it easier.

Since the assets I used are for platformers, not beat'em ups, they didn't really have any grab or throw animations. So the whole thing ended up like a hack and slash game. For now, there's 2 enemy types and one player character. I'm thinking of making a high fantasy hack and slash, since most of the assets I found are like that.

Eventually, I'm planning to make a Swords & Darkness-type game (the one on 3DS, really obscure but fun RPG/Beat em up), for now I'm learning as much as I can.

https://www.youtube.com/watch?v=4Xv2p0S7nw8
 
Great Start, I really like the look and feel, what type of sound effects and music are you gonna go for?
 
Hey, that's a nice start brawlerbro  8).
Don't worry about not having grab or throw animation. King of Dragons is still good beat'm up despite lacking grab and throw.

brawlerbro said:
I ended up scaling everything to make it easier.

If you can make scaling consistent, it should be good.
Though for background, if scaling isn't enough to cover the screen, you can repeat it to do it.
 
Bloodbane said:
Hey, that's a nice start brawlerbro  8).
Don't worry about not having grab or throw animation. King of Dragons is still good beat'm up despite lacking grab and throw.

brawlerbro said:
I ended up scaling everything to make it easier.

If you can make scaling consistent, it should be good.
Though for background, if scaling isn't enough to cover the screen, you can repeat it to do it.

Your advice when I asked about parallax effect REALLY helped me a lot. Immediately after uploading this video, I studied it again and was able to make the furthermost background static and then tweak the speed of the following bglayers to really give it that feeling of depth.
 
danno said:
Great Start, I really like the look and feel, what type of sound effects and music are you gonna go for?

Honestly, no idea as of now. I'm kinda taking OpenBOR one thing at a time so the sound effects are still far from my current concern. I don't know where to get free sound assets either (maybe Itch.io, but still).

I'd really appreciate if you guys could recommend appropriate sound effects hahaha I forgot to turn the volume on here, but it's still using the default sounds from Beats of Rage
 
Would be pretty cool is you used 8 - bit Nes sound effects

https://www.sounds-resource.com/nes/

some stuff here
 
Looks good so far, and I do have some suggestions;

* His aerial attack animation could also be used as a breakout move (SPECIAL)
* Don't be afraid to tweak those stock assets (what is the license on them, by the way?); adding background layers/parallax for example could make games look better. So far, the first stage looks a little off with the background being the same layer as the floor. Color separation is your friend; you can use it to make a greater variety of enemies.
 
So I finally understood how parameters (specifically Offset, the values after Bglayer {n}, and BBox/Attack) work. For the past few weeks, I've just been half guessing what they mean but now I fully understand what they are. The result is fancy parallax effects I learned from studying Bloodbane's Cherry on Top.

I also added a few more enemies and an entirely new character. This one's kinda like the character from the last update but is smol so I'm making him the Hero's lil bro. He's hella fast and can jump really high but has bad reach and low damage output.

It's starting to become a game of its own, so I'll just keep adding levels till I get around 8 or so and call it done. This is my first attempt at any finished product (first attempt at gamedev and programming at all haha) so I'm pretty happy with how my experience is turning out.

https://www.youtube.com/watch?v=cHyS7szzPyY
 
Miru said:
Looks good so far, and I do have some suggestions;

* His aerial attack animation could also be used as a breakout move (SPECIAL)
* Don't be afraid to tweak those stock assets (what is the license on them, by the way?); adding background layers/parallax for example could make games look better. So far, the first stage looks a little off with the background being the same layer as the floor. Color separation is your friend; you can use it to make a greater variety of enemies.

I've already tweaked some assets because they're mostly for platformers so they lack some beat em up animations. I'm not too sure with everything, but as far as I know, I downloaded royalty-free ones. I think some are CC?? I have to check, I made a list of resources but it's buried underneath all the files I made to make this hahaha
 
The assets are nice and a custom hitflash can be great too. Don't hesitate to ask questions if you are stuck somewhere and I wish you a happy game making ;).
 
I like the sprite style of the mod.
But please remember to change the hud and fonts and please don’t use any of the standard nor sound effects...

Suggestion, maybe you could change jump height on character. He jump too high, higher than ninjas.
 
Die_In_Fire said:
I like the sprite style of the mod.
But please remember to change the hud and fonts and please don’t use any of the standard nor sound effects...

Suggestion, maybe you could change jump height on character. He jump too high, higher than ninjas.

The HUD, menus, and sounds all come last once I've finished up all the characters and levels.

Yeah, I might tweak the smol hero's jumpheight haha way too high. But I do want him to move differently from the 'older brother' PC, so maybe I'll just reduce the height a few pixels down and control the distance as well... which I need to figure out too haha
 
brawlerbro said:
The HUD, menus, and sounds all come last once I've finished up all the characters and levels.

It seems we all work different. I always start with one character one enemy and all hud and sounds, then I move to stages and mod songs. After that I continue with more enemies.

I found in my experience that the longer you take to do the steric part (fonts, hud etc), the most difficult it turns later. It also helped with the presentation when showing preview videos.

Yeah, I might tweak the smol hero's jumpheight haha way too high. But I do want him to move differently from the 'older brother' PC, so maybe I'll just reduce the height a few pixels down and control the distance as well... which I need to figure out too
Check in the manual the both commands: jumpheight, jumpmove.
 
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