Cuphead | 1930's Cartoon Spectacular!

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Saint of Killers
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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Saint of Killers » Sun Aug 30, 2015 11:38 am

HSH28 wrote:
TheTurnipKing wrote:Exactly the point. The boss itself is the feedback on how damaged it is: The boss would flash and change color to indicate how damaged it was, as well as change animation. I could see that work equally well here. Better even, because the visuals are most of the charm of the game. It's not unreasonable, I think, that the devs might want to keep your focus on those animations rather than an onscreen meter.


But it doesn't in that video. I think adding in whole new sprites and animations for all the bosses if they aren't already in there at this point sounds like an awful lot of work.


In reply to including a change of animations as boss get lower and lower on health:

game dev in reply wrote:Of course, that is best visual idea by far. But! Some bosses have 100+ frames before the next phase begins. The sheer amount of work to do that would mean we would have to cut out other areas of the game, and that can't happen!


I think health related HUD will be a optional thing in final game:

The shot/hit sounds need to be meatier, especially during a powerup.
The background animations are godlike. Seriously giving me the willies how much I love the life going on in the BG.
Maybe I'm spoiled by modern SHMUPS having boss life bars, but I'm really missing them here, or at least some kind of feedback of how close the boss is to the next phase or dead. Make them change color, start flashing, something.


game dev wrote:The sounds are all placeholder for now :) The finals will be much better.
When you die, there is a progress bar to show how far you got on the boss.
We are playing with the idea something that is persistent...might have to make it as a selectable option, as the more HUD we have, the less cartoon-like it feels!


Make it optional, press button "hud on/off" or something like that, don't make something always present on the screen, Would be a shame.


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PostRe: Cuphead | 1930's Cartoon Spectacular!
by romeo G. Detlev Jr. » Tue Sep 01, 2015 5:52 pm

HSH28 wrote:Some kind of indication of the bosses health is absolutely essential


:lol: What?

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rudderless
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PostRe: Cuphead | 1930's Cartoon Spectacular!
by rudderless » Tue Sep 01, 2015 6:22 pm

I'm assuming the bosses' attack patterns will change as their health gets low, like in most games. Progress bars aren't always essential - look at Monster Hunter!

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PostRe: Cuphead | 1930's Cartoon Spectacular!
by HSH28 » Tue Sep 01, 2015 6:37 pm

rudderless wrote:I'm assuming the bosses' attack patterns will change as their health gets low, like in most games. Progress bars aren't always essential - look at Monster Hunter!


Thinking about it, that's one of the reasons I can't get on with Monster Hunter.

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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Winckle » Wed Sep 02, 2015 11:36 am

Some sort of shading could work, like in Axiom Verge. I think it worked very well on that game.

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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Monkey Man » Wed Apr 13, 2016 12:01 am

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Any games in particular that influenced Cuphead from a gameplay standpoint?

From a strictly gameplay perspective, we grew up playing the classic run-and-gun game like the Contra series, especially Contra III: The Alien Wars on Super Nintendo or Gunstar Heroes on Sega Genesis or spaceship shooters like the Thunder Force series. We’ve had this style of game in mind since we were teenagers.

Why go PC and Xbox One exclusive with Cuphead?

Cuphead is lifetime exclusive on Xbox for the console space, but in the PC space it’s going to be on every platform we can. So we’ll launch on PC and look into Mac and Linux thereafter.

Epic Mickey game designer Warren Spector asked you why you didn’t make Cuphead a 3D game, and you pushed back on his assumption that 3D’s a progressive development.

In the grand scheme, I hope people eventually realize that either 3D or 2D isn’t the reason why things are better or worse. You know, it’s the underlying story, the gameplay. That being said, real 2D animation on paper isn’t as easy. And it isn’t being taught in a ton of schools like it was 20 or 30 years ago. So it’s a dying art, and there needs to be a resurgence before you’re going to see a lot more of it.

What changed (about the game)?

The focus of the game is still the boss fights. But let’s go back. The original scope was eight to 10 boss fights, and almost set up like Mega Man, where you just select the boss you want to play and when you beat him you move on to the next one. But we had a wish list of things we wanted to do. So as the game caught on, we expanded the scope to include a bunch of different world maps, and there are now side scrolling platforms levels separate from boss levels.

So you can think something like Super Mario Bros. 3, but instead of a bunch of levels, you have bosses, and in-between those bosses there are these small platforming levels. And we’ve added many more weapons and secrets and more story. It’s just fleshed out to be much more of a final polished product than our original scope which was like a small demo of what our dream would be.

A lot more at the link - http://time.com/4123150/cuphead-preview/

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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Monkey Man » Sat Apr 23, 2016 12:44 am


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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Lime » Sat Apr 23, 2016 4:11 pm

Oh God, why did I google 1930's cartoons. :dread:

Terrifying. Don't watch before bedtime. :shifty:



They have captured the vibe so well.

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PostRe: Cuphead | 1930's Cartoon Spectacular!
by ITSMILNER » Sat Apr 23, 2016 5:04 pm

This game :wub: can't wait for this to come out

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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Monkey Man » Thu Jun 09, 2016 5:30 pm


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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Trelliz » Thu Jun 09, 2016 5:55 pm

That looks great, but I know I'll be rubbish at it.

I've probably said it before, but they've nailed the style so much I keep expecting to see some characters/enemies that are authentically incredibly racist, so fair play to them.

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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Pedz » Thu Jun 09, 2016 5:56 pm

This ever coming out? It seems like it's been years since it was first shown.

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PostRe: Cuphead | 1930's Cartoon Spectacular!
by NickSCFC » Thu Jun 09, 2016 6:00 pm

This looks lovely, reminds mea lot of Mickey Mania. Graphics aside though it looks pretty average.

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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Ad7 » Thu Jun 09, 2016 10:09 pm

Amazing graphics, but that level design is strawberry floating awful.

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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Monkey Man » Wed Jun 15, 2016 9:34 pm


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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Monkey Man » Thu Jul 21, 2016 1:10 pm


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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Monkey Man » Thu Aug 18, 2016 1:41 am


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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Ord » Thu Aug 18, 2016 2:02 am

Monkey Man wrote:

Meh! This simply doesn't look fun. It was announced far too early. The run and gun sections looks boring and the only thing about this that looks appealing is the style/animation. Shame.

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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Green Gecko » Fri Aug 19, 2016 6:33 pm

Yeah.. This looks incredibly dull. That footage is 6 minutes too long - I could literally fall asleep watching it. Platforming is copy and paste with too many enemies and no interesting mechanics, obstacles or devices. If you just run left and right pointing your finger at things.. I think this could be a critical bomb.

Reminds me of a bad Disney style game that's just too hard and no spectacle.

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PostRe: Cuphead | 1930's Cartoon Spectacular!
by Octoroc » Fri Aug 19, 2016 8:23 pm

Cuphead? More like SHIThead eh?

So anyway, like the idea, not so sure about the application of the idea. It's so often the way.

Who doesn't like a good platform shooter though? Just to remind ourselves, let's go back almost twenty years to 1997 and have a look at Metal Slug on the Sega Saturn.



See Cuphead people? Do you see? Did you think that beautiful animation would make us overlook your banal, cliched game design? Because art is amazing and life-affirming whereas gaming is just a trivial pastime? Is that what you thought? We'd be too amazed by your poxy two second loops of animation to see through your half-arsed level design and highly derivative play mechanics? You loathsome, patronising twats.

Oh well. Never mind. It might be good.


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