JuanluGC




The Intergalactic Trashman is a 2D space exploration game (piloting a space ship) with platform stages that combines action, puzzles and stealth.

The main character works collecting and recycling space trash and unwittingly, he find himself involved in an intriguing adventure. He will need to travel around the universe to find his partner and friend that has disappeared under strange circumstances.


A platform stage alpha gameplay:

http://www.youtube.com/watch?v=SdcaiXVtbSY

A space stage alpha gameplay:

http://www.youtube.com/watch?v=6nE9VRsCfeA


Our hero is the little creature below.



* The main character color is customizable and he will wear clothes.


The Main Mothership (the basecamp) will be inhabited by several characters which we will be able to interact with.

Our hero will find differents enemies through his adventures. Currently, we have the Jelly Enemies, that guard factories which our hero will investigate.In addition, he must fight with space pirates that try to destroy your ship and steal its parts.


We are using LibGDX (Java/LWJGL) for the game logic (http://libgdx.badlogicgames.com/). The animations are done with Spine.

Any feedback is appreciated.

Thanks in advance,
GloveCat Studio


Our website: http://glovecatstudio.com/eng/
User avatar
JuanluGC
Posts: 90

Shiu

Absolutely love it, thank you for posting it here. I hope you will post more videos in the future :)
User avatar
Shiu

Shiu
Posts: 2132

JuanluGC

Thanks to you! Without your work, Project Meteora would be less fluid and so much bored to work. We love to make animations with Spine!

Of course we'll update this post with the new videos and animation.
User avatar
JuanluGC
Posts: 90


JuanluGC

I introduce you a new enemy the Turret.

Here i leave you several images of its behavior.

Guard:



Alert:



Shooting:



What do you think about it?

EDIT:

I update the main post with more information. Sorry for the inconvenience.
User avatar
JuanluGC
Posts: 90

Nate

I think it's phenomenal!! :)
User avatar
Nate

Nate
Posts: 7296

DoobyDude

Looks great!

Is that 2D in 3D or pure 2D?
DoobyDude
Posts: 111

JuanluGC

Pure 2d.

The first tests were created in a vector program and then shading in a bitmap program. But they were very small characters and the coloring was "dirty". These new characters are created and colored vector directly in a better resolution (50% bigger) and we can do more details. We upload a video in a few days. We want to know your opinion with the new aesthetics of the characters. We have doubts about which option is best.

Pd. The lights in the gif are in a mispaced, Its fix now!
User avatar
JuanluGC
Posts: 90

DoobyDude

Well I think it looks like Sackboy and Super Meat Boy had a baby :)

Looking forward to the video :)
DoobyDude
Posts: 111

JuanluGC

DoobyDude wrote:Well I think it looks like Sackboy and Super Meat Boy had a baby :)
That was a recurring theme in Tig-Source and JavaGaming. The problem is that we we should have show the character with basic clothing. The character is highly customizable: both the color and the costumes. In the next video will not be red!

Look a concept art with various colors and his basic costume!

User avatar
JuanluGC
Posts: 90

Magnesus

Wow, phenomenal. I especially love the transparency of the guy with spanner.
Magnesus

Kickstarter Backer
Posts: 109

JuanluGC

After a week of vacation we back with renewed energies!

First of all thank you very much for your encouragement. You help us to keep doing this with the same enthusiasm with which we started!

Here you have a new version of the main character and the basic enemies. We decided to change the coloring, because we have problem with the size of the characters in-game (The characters, in the early version, looks dirty)





Hope you like it.

Pd. The video will come out on Wednesday, we had several issues with the level editor and we could not do the level before. Sorry for the inconvenience.
User avatar
JuanluGC
Posts: 90

JCP_13

Wow, this is very nice! I love the camera movements, amazing!

Great job guys!!
JCP_13

Kickstarter 2 backer
Posts: 57


Nate

It looks great!! :)
User avatar
Nate

Nate
Posts: 7296

Shiu

The idea for the logo is solid, however it could use some stretching/squashing to exaggerate movement. The body of the spaceship that comes in at the start, could be stretched horizontally to give it a sense of moving really fast and some of the things that are "attached" could use a little squashing as they hit the body.
Apart from that, It's very cool :)
User avatar
Shiu

Shiu
Posts: 2132

JuanluGC

And here is the video!! :rock:

http://www.youtube.com/watch?v=v1tSbJvhLt4

There are several flaws in the video, as the death animation of the enemies.

What do you think?

The next step will be to start debugging the mechanics and animations we already have.
User avatar
JuanluGC
Posts: 90

JuanluGC

Another gif for the post!!

This one has been made by Marina, the other graphic designer. We are dividing the graphic development into 2, Platforms Stages, Me , and Space Stages, She.

We are currently 5 people: 2 graphic designers, 2 programmers and the sound effects/musician guy.



What do you think?
User avatar
JuanluGC
Posts: 90

Nate

Looks freaking great! :) Maybe the powerup thing could animate away instead of just disappearing?
User avatar
Nate

Nate
Posts: 7296

JuanluGC

Yeah it's problem of our programmer, he's kinda dumb (Hahahaha).

But dont worry, the PowerUp are animated! They are scaling down and, meanwhile, reduce their opacity.
User avatar
JuanluGC
Posts: 90

JuanluGC

There is the main character with his weapon!!



What do you think about that?

Right now I'm creating the animation of the weapon in separate bones of the main character (its only share the root bone) and when I want to see it completed I set "parent" the weapon bones with the hand bone.

A little Scheme:

Working in Weapon Animation.

Root
-Character
-Weapon.

Watching the final Animations.

Root
-Character
--Hip
---Torso
----Arm
-----Hand
------Weapon.


Is that the best way to do this kind of animation? keep in mind that the gun is between the main character "draw order".

How would you do this animation??

P.D: We have IndieDB now!! http://www.indiedb.com/games/the-intergalactic-trashman

P.P.D: sorry for my English! and I hope you understand what I said!
User avatar
JuanluGC
Posts: 90

Shiu

For now this is probably the best way to go about it if you want to preview in Spine. We have a couple of upcoming features that will make this easier.
Attaching an entire skeleton to a bone.
Changing the draw order of skeletons.
And maybe being able to mix animations so you can have multiple playing at the same time (BIG feature so it would be a while before that could make it in, if we go for it)
User avatar
Shiu

Shiu
Posts: 2132

JuanluGC

Yeah, the mix animations into Spine would be a incredible improve!

Is possible attach an entire skeleton to a bone in runtimes and change the entire DrawOrder of both skeletons slots. We are having a bunch of "PunchFight" between programmers and designer about this topic hahahahaha.

Pd. Any E.T.A to Free From Deformation. We're doing "enviroments animations" and that feature will be great right now!!
User avatar
JuanluGC
Posts: 90

Shiu

Free form deformation is still some way off. I do have this nice "Deform" button in the developer version though, but getting it all set up with Animation Mode is quite a lot of work.
User avatar
Shiu

Shiu
Posts: 2132

JuanluGC

I could be a beta tester if you want... hahahahahaha.
JuanluGC wrote:Is possible attach an entire skeleton to a bone in runtimes and change the entire DrawOrder of both skeletons slots.
@Shiu: Thats was a question. :drunk: I'm dumb as a rock! :drunk:

I assume that it is possible because you did not say anything to this risky affirmation, hahahaha. I'm going to send a programmer to read this and search information!!!

Thanks!
User avatar
JuanluGC
Posts: 90


Return to Showcase