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hakigames · 6 years
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Just an animation dump...
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She’s gon’ pop ya.
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hakigames · 6 years
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State of Game #18
Whaddup ya’ll, I’m back. I was pretty burnt-out a few months ago, but I’m better now and been kickin ass. I’ve actually been grinding through prototype animations for this guy:
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That’s Tetsuo, a descendant of one of the ancient clans that originally sealed Nifrii away. Guy’s a master swordsman, considered the greatest amongst his living relatives, and I can’t wait to show you what he can do!
On the graphical side, wow, adding linework to Uriah’s moveset.
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Since his kit is pretty much locked down, I’m kinda slowing down on finishing his graphics to kinda make way for working on the other characters. I’ve started designing past Tetsuo, as well, and prototyping different functions for different characters. For instance, I have a gunslinger that I’ve been working on. She actually uses an ammo system I designed, and it feels kinda novel in the context of a platform fighter, but I dunno, maybe I’m just feeling myself.
I’ve also played a bit with Enemy AI. Right now the guy only patrols, but my idea is that when he spots a player, or if he’s attacked, he’ll cast a ray to the player and do certain actions if he’s in range. Well, dodge and attack.
That’s kinda all for today. I’ll check back later.
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hakigames · 6 years
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State of Game #17
Whatsup, y'all! I took a break from social media to get my finances right, but I didn't stop working on the game. A lot of sprites have been cleaned and colored, giving a kinda cohesive look to Uriah's sprite. I've also, of course, worked on some under-the-hood type shit. Here's a look at some pre-alpha footage.
https://www.youtube.com/watch?v=_PRviNlngr8&feature=youtu.be
So, along with cleaning sprites, I've also finalized how the transformed characters will play. Generally, expect a 3x damage increase, as well as increased mobility and health regeneration. In terms of attack, players will be able to execute a simple multi-hit combo with the transformed character, as well as up and down-tilt maneuvers, but the player loses access to special moves and items. In their place, the special move button will execute a devastating finishing move, and the item button will change you back when need be.
I've also increased the amount of damage the player does. Uriah has a health pool of 1000, so I've been tweaking and balancing his moves so they are delivering a sufficient amount of damage. I'm using Uriah as my beginner type character, and base the other characters' stats around him. That way, he works as sort of a 'shoto' style character, in that he's easy to use and (hopefully) hard to master.
In terms of character design, since I'm starting on my next character, I've devised a few personal systems to use as templates to keep things balanced. At a base, I want characters to look at a character and decide whether they are a fast, weaker character or a character who is maybe kinda bigger, slower, but hits harder. At the same time, I want to decide whether a character is a short-range character or a long-range character. Figuring these initial elements out informs how a character moves and attacks, and can help dictate what kind of weapon they would wield, and how they would wield it. At the end of that, the graph looks a little like this (and I've included where Uriah and Tetsuo stand on the graph).
After designing the character, I think about what makes this character unique and I try to animate a moveset around that. For Uriah, he is sorta mischievous and a scrappy fighter, so he has a lot of seemingly straightforward moves that can end in punishing finishers. I generally wanna implement the animation as soon as possible to get the feel of the move down. Tweak speed and damage, knockback, shit like that. Once I like how it plays, I finalize the animation by adding breakdowns and maybe tweens, clean it up, and you get...where I'm at with Uriah so far.
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Anyway, outside of that you can see a lot of new effects and stuff. I'm working on backgrounds now and pushing for another demo to my people on Discord for playtesting. After I finish colors on all of Uriah's base sprites, up to his normals, I'll focus on making the BG pretty, and juicing that lame, ugly-ass UI. I'll probably shoot for a playable prototype release on itch around then.
Next time, I'll talk about the background and my philosophy on 'natural' animations in fighting games. I don't have a better terminology for it, but think any general action all characters share, like idle. I'll extrapolate on that later. Ciao!
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hakigames · 6 years
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State of Game # 16
Hey, yooo, whats up ya’ll
It’s been an awesome week. I got my dashing mechanic fully functional, and you can now dash through oponents! Sound FX are also in, and I’m working on sprucing up the title with some animation and effects.
Gameplay wise, I’ve tightened up hit collisions. This is an area where I feel the game has always lacked, and it’s been a critical point of contention for me, so honestly I’m trying to get tighter gameplay every week.
But, hey, forget that, onto the fun stuff. Outside of under-the-hood things, I’m of course cleaning up sprites. Sprite lines are functioning in-engine for most of my movement and defensive actions, but I’m slowing down for the attack actions. I’m tweaking how the moves look, trying to make the character more dynamic. I’ve implemented 95% of Uriah’s moves for his human form, and I’m cracking down on finalizing the look and style of his attacks while pushing into his transformed version. I plan to have Uriah kinda finalized by June, but here, take some gifs
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Sorry they’re so small, Tumblr for some reason doesn’t like larger gifs.
Anyway, I’m thinking of, after finalizing Uriah’s design and gameplay, going ahead and expanding on defensive actions, and turning it into your standards among all characters. That’d include defensive actions in the air and maybe followup actions after being hit (like maybe a light counter after pressing attack, or an evasive roll if pressing jump, or maybe a move that does both?!), but that’d have to happen after I do an alpha release.
Oh, and here’s a gif of that awesome transformation I couldn’t freaking upload last week. See you next week
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hakigames · 6 years
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State of Game #15
Hey, what’s up, ya’ll. It’s been a busy few weeks for me, both in terms of my solo hobby-game project and my day-to-day life, but I’ve made a lot of progress here. The gameplay loop for multiplayer battles is complete, and my menu screens for my title screen and my battle results screen have layouts, which is nice. I feel I can easily iterate on layouts, but for now, as long as they work, I’m pretty happy with them.
I added Uriah’s transformation state, and it’s frickin’ awesome!! I’m building it as another character nestled under a character-controller gameobject. The controller manages, among other things (such as health and energy), what state the player character is in, as in whether the PC is a regular human or their transformed fusion state.
When the player gets enough energy, they can transform into a powered-up form. This form sucks up your energy like you’re the last well of it on Earth, but also deals around 3x more damage per attack, constantly heals you, and one moment, my cat just jump’d up on ya boy. Give me a minute...
Ok, he’s cool. So yeah, and every fusion form has their own special ability. Eventually, these gifts will take their toll and you’ll revert back to your old form.
Still, your old form isn’t without defense. I’ve bumped up the amount of damage Uriah does in his base form, and every attack you take from someone who is fused will give you energy, whether you take damage or block. So don’t be scared...
Speaking of base form, I’m developing the basis for managing visual and sound effects.
It instantiates on hit and of course gets destroyed after it goes through it’s animation. It adds a bit more oomph to hits, and with sound I’m hoping everything feels a bit better. It’s worrisome that some hits aren’t spawning the effect, and it feels like it’s endemic of overlying problems I’ve had with hit-detection from the start, in that sometimes hits simply do not register when you obviously should of. I’d say right now my systems register hits roughly 80% of the time.
Still, like I said before, that’s all things I want to iterate on. The bones of the system are there, and with visual and sound effects, and cleaner and cleaner art, it feels more and more like a real game every day.
Sorry for the lack of visuals to this update. For some reason, Tumblr doesn’t wanna let me add my gifs, so here’s some art of Uriah I made. See you next week
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hakigames · 6 years
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I’ll probably use these in-game for character selection art...
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Some WIP character art for my video game. Check my progress over at My DevBlog.
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hakigames · 6 years
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State of Game #14
So I was sick for a week, and had to work on some other shit to get some more money into the fam, so I had to stick to a much tighter schedule to get work done.
I worked on a lot of animations. Uriah now has much smoother attack animations, which I’m in the process of cleaning up now. I cleaned up a lot of defense animations, getting them neater and ready for colors.
I tightened up gameplay these past couple weeks. A rudimentary hitstop function was added to try to give impacts some power. I’m adding rudimentary special effects and hopefully some sound effects this week, and hopefully the impacts will have a bit more weight to them. I also had an issue with colliders for attacks not registering, and I’m feelin like I’ve dealt with it. As far as I can see, there are no more errors being logged, and all my damage and knockback info is being sent over, but hitstop triggers as intended, so I’m considering it fixed from  a logic perspective.
Playing with collider logic was actually an easy task to complete, so it left me with time to play with attack ranges and damage balances.
Here, have some animated gifs:
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hakigames · 6 years
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State of Game #13
Lucky number 13!!
Ok, I don’t have any visuals to show this week. I’ve been building graphics assets, and changing Uriah’s specials moveset, but nothing is in a state where I feel particularly good showing it off.
On the flip side, I’ve reimplemented the stand-alone special moves for Uriah, except for the jumping special, which admittedly I have no idea what I’m gonna do. This upcoming week I’m gonna balance damage for these moves and implement finishers for Uriah, then I’ll just be cleaning up sprites for his character, but I’m on-track to release an alpha build either the first or second Saturday in March.
Another big thing I’ve been experimenting with is Dynamic Splitscreen for multiplayer. This is using techniques I’ve only scratched in Unity, so who knows if I’ll be able to fully implement this anytime soon.
Anyways, it’s a small update this week. I’m back off to work, so I’ll see ya’ll next week.
See ya!
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hakigames · 6 years
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State of Game #12
This has been a really productive week, and I'm really proud of most of everything I've done. I've tied down locomotive animations for all my states on the ground, and they look awesome! Can't wait to color them in, but that's after another clean-up run.
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Honestly, outside of that, I didn't do much character work this week. I redrew the animation for Uriah's neutral special attack, as well as the animation for the actual Shaitani he summons. I'm still throwing this into the engine, but all I have to do really is get the hitbox straight, and maybe balance damage output vs energy usage, so that's maybe another day of work.
I'm really excited about working on my gameplay loop for multiplayer battles. Since the upcoming alpha test is multiplayer-only, this is extremely crucial to finish. And it's a rather simple loop. Players start at the title screen, where someone has to press start to determine Player-1, who selects the game mode (multiplayer will be the only thing selectable since it's a multiplayer alpha only). After selecting multiplayer, Player-1 will go to the character select screen, where other players can join in. After selecting the characters, players will select the stage, go into that stage, and fight. When there's only a single player left, players go to a results screen congratulating the winner.
Out of all of that, I've got a rudimentary title screen from prior versions. I'm working on the character select screen, and I love the layout I'm making. It's got a nice feel that really helps keep people immersed in the game world. It's essentially a street with all the characters chilling out. The players pick a character by running their cursor over their desired character.
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I've also started working on my stages, making templates and graphics assets to fill the area. So far I've only started on Hoodland. It's a stage with 3 combat arenas: outside on a neighborhood street, inside an adjacent food n' liquor store, and underneath it all in the sewers. Since the game is up to four players, having larger stages comprised of smaller combat arenas was a must.
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Anyway, that was this week. I had a lot of time to work on everything, mostly by sacrificing time sleeping, but y'know, fuck it. Project's gotta get done somehow, right?
Catch ya'll next week, deuces!
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hakigames · 6 years
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State of Game #11
Whoa, what’s up, peoples? This is gonna be pretty quick and dirty, not working off a script for this, but this week I finished roughs for my Special Attack. This is the neutral special, which will work as a framework for the other specials.
I’ve nested a gameobject into my movelist script. My movelist script has animation events/definitions and code for every move Uriah has. Obviously, every character will have a movelist, but for right now we’re dealing with Uriah the brawler.
So the gameobject is tagged projectile, but is actually the Shaitani Uriah uses for his special moves. When a special move is fired, the Shaitani transitions into the animation required for the special, taking on the properties and logic dictated in it’s own movelist script.
This keeps memory usage down, since I only need one projectile gameobject with different animations, instead of several for every different special move.
What is left is cleaning up the actual movement of the animation, before moving onto actually tying down the lines. I have to do this for both Uriah and his Shaitani, so I’ll do that this week as well as tying down normal attack actions and defensive actions.
I’m almost done tying down my lines for the locomotive actions, so I’ll move on to other stuff this week.
Thanks for reading, and stay frosty, my peoples!
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hakigames · 6 years
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State of Game #10
This week was a lot less busy than last week. I wanted to get all my locomotion frames drawn, but I ended up only getting to the idle, walking, and crouching states. Expanding on the walking animation, drawing it through and cleaning it up took about two days worth of work. I still have my day job to go to, so I didn't have much time to work on it all.
I didn't even compile Uriah's special attack into Unity, so for all intents and purposes, I been slippin', as the kids these days say.
I blame the 2014 Strider reboot (I'm a sucker for metroidvania style games, and will probably tackle that in a couple of years or so). Still, to make up for that, I was crunching these last three days to complete what I did, rewrite how my portraits work in the UI as well as tackle that jumping bug. It's not perfect, but characters will no longer double-jump when facing left.
To make up for the shorter devblog today, here's a couple of gifs:
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This week I'm finishing up this locomotion set, as well as DEFINITELY putting in the special attack. Thanks for reading, see ya’ll next screenshot Saturday!!
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hakigames · 6 years
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State of Game # 9
This week was pretty busy, but very productive. Before we begin, here’s a sketch I worked on earlier in the week to get me ready to start animating Uriah’s normals.
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As I mentioned last week, I've started redoing all the animations for Uriah in the new style. I had a bunch of bugs come up during the playtest session with my girlfriend yesterday, but I was able to fix most of them. A lot seem to be issues with Unity, so I've been struggling to hard-code a lot of the logic to make things more consistent.
For content, I've finished roughing out ALL of Uriah's normal states, minus his states for special move usage. He is able to stand idle, walk, run, duck and jump. Jumping is so wavy and floaty right now, and I kinda hate it, so I'm going to rewrite how it works in the coming weeks. My focus is still on getting prototype animations in-engine as a base to work off, so I'm not too worried about it yet, but it is definitely something that is coming up, especially since the same script will be tied with all my characters so that'd make everyone feel better to play in the end.
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I've also thrown in all my standard 'normals.' These are moves that don't use special energy, so the man has a 3 string standing normal
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an attack he can perform in the air
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and the ability to attack while ducking, as well as a standard anti-air
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oh, and he can block attacks from the front.
The anti-air is still kinda janky, and I'll fix that up around the time I work on jumping.
Whats next? Well, I'm gonna clean up my locomotion animation states (idle, walking, running, and crouching) as well as working on the framework for my special attacks. I want to hand my neutral special in by Saturday of next week, so wish me luck!!
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hakigames · 6 years
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State of Game # 8 - Art reboot 3
Been a looong time coming, ya’ll! In this State of Game I’ll talk about what happened, where I’ve been, and what to expect next. But not in order
In terms of where I’ve been, I got in trouble recently with the law, so it took a while to get back on my feet. I needed to focus on my art and my day job to stay afloat, pay for my day-to-day life and deal with court fees. I’m fine overall, though, and I’m still working on Children of Nifri.
I won’t talk about what specifically happened, trouble-wise, though. You know, I wanna keep my privacy with everything, despite considering my transgressions kinda trifling.
In terms of game development, I went back to the drawing board. I realized that the game was taking up a bunch of memory that caused framerate fluctuations, and this just...tore up the flow of everything. It seems obvious now, but the Unity engine didn’t take kindly to sprites rendered at, what, 4096x4096.
If you remember, I started with a much smaller pixel-art style that looked like this:
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It was a cool design and didn’t have that odd memory problem. Ambition led me to this style, which caused the issue:
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I was really in love with this design. I mean, super in love with it. I had mocked up designs for my whole cast in this design. Unfortunately, this is what caused those weird fluctuations. So I toyed around with the design, taking in mind limitations with actual animation, and I came up with this:
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A much cleaner style, and in my opinion is way more readable than my initial attempts at pixel art. Also, it’s a little bigger.
And with this final revision, I’m redrawing all my sprites. Like, all of them. I’ve also reworked how hitbox calculations are done, making combat feel a lot better. Reaction animations fire as they’re supposed to, so when you hit from the front it never causes the enemy to stagger like he’s been hit from the back. Additionally, it’s much, much easier to perform combos. Everything moves much faster, and the code has been streamlined. Considering I only really work on the game ten or twelve hours a week, it’s progressing smoothly.
My biggest obstacle right now for development is redrawing all of my spritesheets. The code for my animations is already in place, so I’m drawing keyframes in the new style to get my animations in place. I should be finished with that sometime in the third week of January.
For what’s next, well, I wanna get everything into the hands of the people as soon as possible in order to obtain feedback on what needs to be done, what needs to be improved. When I’m finished with my keys, I’ll work on my gameplay cycle. In February I’m going to post a small prototype proof-of-concept/vertical slice of gameplay. It will be rough, and include unfinished sprites, a placeholder background, rough soundfx and no music, but will be available to all who want to try it out.
Finally, in late March/Early April, I’m going to post an update to this prototype with updated sprites, some music (hopefully), full gameplay-loop (including a title screen, character select screen, and a win-condition screen), and maybe even better visFX.
I think that’s all of it. Every Saturday, I’ll post an update on everything, just to stay in touch. Once again, I can only dedicate 10 or so hours a week to this project, but I’ll post what I can, no matter how large or how small.
Ok, well...PEACE!
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hakigames · 7 years
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What have I been up to...?
Hey!
You mighta been wondering, hey, what has Haki been up to? Where is the Loner Stoner Lion?
Well, as an update, I have a buncha personal shit happening right now that’s slowing down my progress. I’ve got to focus more on my day-job, so I’ve put less time into my game.
In order to make something in a timely manner, I’ve scaled down my production. I’m working to get to an Alpha release with prototype sprites by February. I’ve designed 3 of my 4 characters, and they’re ready for prototype animations (close to what you’ve seen on this page so far, but much, much rougher). I’ve also reworked how the game actually works. Now, you’ve got 2 attacks, your normal, and your special, and depending on which way you point your character (whether it be up, down, or neither, now known as neutral position) your moves differ. This was done in an effort to standardize how my characters play while allowing enough variation to allow my characters to show some personality. In a sense, the platform fighter plays closer to its source - Smash Bros - but with a more streamlined style.
Oh, and about those characters, here’s a preview of the designs:
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I love how these folks look. You’re gonna love how they play.
I’ll show more later. Thanks for keeping up. Loner Stoner Lion, signing out.
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hakigames · 7 years
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Week 1 Animation progress
Haha, I’m still redoing my visuals, here’s a taste of my progress for the week.
Uriah’s idle animation
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Uriah’s walking animation
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I’ve officially got all the animations roughed out, so I’m just giving them lines. Trying to do two-five of these a week, depending on complexity
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hakigames · 7 years
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State of Game #7 - New Art Style!!
Hello, guys! These past few weeks have been kinda busy, but really fun. I decided to change the art style. It’s now more comic-booky, closer to my actual, natural style.  Here’s a preview of it:
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On the right is the old sprite, with the old design. On the left is a preview of the new model sheet, but it’s generally up to par with how I want my in-game graphics to look, with the lines, colors and composition/lighting.  I hope you guys like it!
Unfortunately, this is pushing back the release of anything substantial. I knew I’d have to do that going into the art style overhaul, that it’d take a lot of time, but it’s always pretty jarring when I look at just how much work I need to do. So, expect small updates for this guy until I get him fully drawn. Then I’ll mask him out, and compile him into Unity.
On the back-end side of things, I generalized momentum in the air, instead of keeping it variable-dependent. This has generally given a bit more air-control to my peeps. I’ve also, of course, balanced out damage output.
The rehaul is a big mini-project, but at least I can reuse the code I’ve already made for the attacks for both Uriah and Tetsuo. Lulu’s moveset was being completed, but this will give me a chance to refine her animations.
See you in a few days!!
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hakigames · 7 years
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State of Game #6
The month of February was a slow month. I realized I’m not really devoting a lot of time to my game, I’ve been preoccupied with switching day jobs while simultaneously prepping to move. It’s been a bit stressful.
I’ve decided to develop my last two fighters concurrently.  I’ve got a design for one, nearing a final sprite, and an idea for the other, but with my workflow I can have their movesets done in a matter of weeks.
One big thing I struggled with during the month of February was balancing the polishing features I already had in the game, vs implementing new features, such as characters. It seemed that whenever I had free time to work on my game I’d typically playtest for a bit, then fix bugs and polish the graphics.
This is what lead me to decide to work on these last two characters.  This is partly a crunch to get two major features up and running, but if I can pass this milestone I’ve got a more solid framework for polishing later.
So that’s it. Expect updates on these last two characters frequently this month. And wish me luck on my move. Now, I’m just gonna leave this here, and...
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... Click Here to download the newest prototype!!
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