stellararms
stellararms
Stellar Arms: workshop
64 posts
this blog contains project informations, from development blog, trivial updates (like adding mustache to a goey), to rants.
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stellararms · 7 years ago
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Complete these easy steps to enroll in! ✅ Fill out the entry form on our website! - http://takeiphone.win/ (Remember to use your Tumblr nickname) ✅ Like ✅ Follow ✅ Reblog (at pleasure)
The results will be announced on March 25, 5 winners will be selected randomly! Good luck!
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stellararms · 10 years ago
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Stellar Arms:devlog ~11 - a little graphical update
hello! Laz here. it’s been a while, we’re currently reproduce the prototype using Unity3D for better stability, and many more reasons. probably we (or ricolemba hehe) will write another dedicated devlog regarding to the port, for better explanation.
while Rico busy coding, i’m still trying to polish the tileset more, here are another concept art by kodoktua ! i asked him to design a variation map for boss area.
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and a little update i did while ago to the environment, but if you might already see it if you notice some change from earlier screenshot.
here is a screenshot before the update:
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here is the new one (please ignore the glitchy mapping, it’s just a mockup haha), added simple animation, changed the palette to make better contrast and i just realized when kodoktua told me, that the scale of the background building is too similar, so it doesn’t show enough depth. so i made the closer one bigger.
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i however still not satisfied, i might put another background just one layer below the platform the player stand in. because it looks empty now.
well that’s all for now. see you again soon! :D
~ lazcht out!
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stellararms · 10 years ago
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I like this game. Demo when?
Hi there,Thanks for getting in touch, we’re currently pitching the game to a publisher so our plan about the public demo depends on the result of our pitch.also we can always send you the current build if you’re interested, but make sure you won’t upload it elsewhere :)Thanks!Rico Lemba
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stellararms · 10 years ago
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A very cool-looking fanart from ScepterDPinoy ! Thanks a lot !! Visit his Deviantart page to see more of his arts :D source : http://scepterdpinoy.deviantart.com/art/Stellar-Arms-Fan-art-474855021 ————————————
Wanna make meme or fanart for Stellar Arms? Just submit your work here >>http://stellararms.tumblr.com/submit
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stellararms · 10 years ago
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Stellar Arms:devlog ~10 - Particle Weapon
Hi guys! ricolemba is here
Wow it's been a month since the last devlog, so we just released our first iOS game last week ( http://j.mp/playLayerIOS ) and we got featured by Apple right away, that was awesome! and we're currently waiting to finalize our deal with one of our potential publisher for Frontgate Fighters, April has been wonderful so far!
And uhh..how about stellar arms? honestly I haven't touched this game since last month and I feel bad about this but the good news is the pitfall phase is done, and we're moving to 2nd part of the stage. Our current target is to complete the demo before Casual Connect Asia and that will be before May 19.
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So, that's already a lengthy intro. move on to our main topic!
Boss Weapon
So, I’ve mentioned this several times on previous devlogs, the main gimmick of the boss in stage 1 is particle weapon, how does that work?
So basically, the weapon is made of a lots of particles, the way particles work in this part is the same with every particle in the game, you can use your sword to cancel it.
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Because the weapon is made of particles, it could change its form to several weapon types like throwing knife, dagger, halberd, etc. If we implement this right, I think it would look pretty cool.
But how the gameplay is different than the other action games? it looks like that using a weapon made of projectiles is merely a visual gimmick. The way you fight a boss in Stellar Arms is different than the other action games because of the projectile-cancelling mechanics, in most games, your enemy will use several attack patterns to harm you and you have to see the gap in order to survive from those, but in this game, sometimes you have to create the gap using your sword, you need to decide which part of the weapon you need to destroy If you want to survive from that attack? That pretty much how you fight bosses in Stellar Arms.
Hope you enjoyed this update and until next time! ~ricolemba
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stellararms · 10 years ago
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Stellar Arms: devlog ~09 - Updates!Pitfall phase and many more!
Welcome back! ricolemba is here
sorry for the lack of updates from me, I've been really busy working on multiple projects at once, if you follow our fb or twitter you may have known that we're working on a new game called #projecthadoken, our schedule right now is 3 days for #projecthadoken and 3 days for Stellar Arms, I guess that explains a bit why our progress is a bit slow... So, in past few weeks, we made couple of decisions
Simplifying Pitfall Phase
Originally, this phase was supposed to be another boss fight with tetris, I was thinking of a boss battle while player is falling, I thought that would be awesome, but since the amount of content we put in stage 1 is already pretty high, we need to change it. I won't spoil it in details, but I can tell you that it exists in most of platinumgames' games :D
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Stage 1 Part 2
Overall we have made around 3 kinds of basic enemies and all of them are already placed in first couple of screens. We discussed a bit about this and I think it's better if we spread out a bit the enemy placement. FYI, there are 3 kinds of enemies in this one screen..
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I'm thinking about placing yoyo goey in phase 2 but I'm kinda having mixed feeling about this since regianart (aka Jubi or reijubv), one of Stellar Arms artist want to add more goey. but to put this in realistic side, we need to deliver the demo asap and I think we already have enough enemies.
Pluie
Honestly when I first started prototyping Stellar Arms, there's a gimmick for attack pattern design that I think will make this game unique, I call it "particle weapons". 
It's ironic that the first thing I thought about this game ends up to be implemented last. Hopefully, we will start working on #Pluie on March! Alright this all I got for now... Hope you enjoyed this update and until next time! ~ricolemba
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stellararms · 10 years ago
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​another work from kodoktua.  he's making first level's design plan. then i requested him to specifically design the pitfall area first, because we're on it right now :D
~Laz
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stellararms · 10 years ago
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what's on the menu today? hmmm...how about a longer teaser video?
yeah people, we're working intensely on the first miniboss (and everything related with it) this week.
this one is mad miniboss, too badass we oughta nerf this superior goey a little bit. and look at us losing so bad (though it was an acting).
pardon the glitchy looking map, we're also gonna fix and beautify it as well!
let us know what you think about this miniboss!! :D
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stellararms · 10 years ago
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some left off updates you would love
1. some more disco related
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2. cave platforms for better transitions
(and would you love statue of goey?)
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3. lastly................. *builds up momentum*
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kodoktua's joining the party! he's gonna contribute on environmental concept design (or maybe other things later muhoho), so i can ease myself a bit on doing the tilesets in future. more sketch from the guy.
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okay, i'm gonna work on more tileset now, ciao.
~Laz
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stellararms · 10 years ago
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mapping continues, and some rants.
sorry long time absence again. okay, now why the long wait for updates? here is the reason: we were either have no major updates or too tired to even post a status. whaat? how can we be so irresponsible? to be honest, we're kinda short of cash atm so we've been figuring out how to keep on running the project without getting too broke. so some of us are doing parallel game developing and some freelancing. i hope you guys can keep supporting us and the project, because we're still alive! anyway, happy belated new year! :D now i'm currently working on tileset (again) this time i'm smoothing the transition edges, also mapping.
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for this prototype version (flash) we use Tiled to help me and Rico doing the mapping. look at the mess on my screen! i'll try to conserve some energy later to post some new updates. ~Laz
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stellararms · 11 years ago
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disco?
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and what the fuck is happening
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stellararms · 11 years ago
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Stellar Arms then and now, quite a change huh? *some assets on the left are taken from Gunstar Super Heroes as a placeholder
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stellararms · 11 years ago
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Meanwhile goey...
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goeys having fun...spanking others' butt with their belly
this was officially made by regianart using old version of Goey Air sprite.
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stellararms · 11 years ago
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a pack of pics.
newest screenshots, miniboss idea, laser particle trial :D
no devlog yet though, we'll safe our super precious time for greater devlog later! (we just busy on different stuff)
GO GO GOEY!
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stellararms · 11 years ago
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while i'm at it, i'm gonna add video of new type of goey as well, it's recorded by @ricolemba
ignore the random song playing, he was streaming to youtube (Water Boy OST), the BGM blends well though :v
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stellararms · 11 years ago
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yo, guess whaat?
new type of goey, it's yoyo time!
@ricolemba & regianart been making these up.
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stellararms · 11 years ago
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"I...I never ask for your sympathy!!"
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