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401
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Feedback / DevLogs / Re: Spiderling! Old title: Spider and friends
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on: April 05, 2014, 05:27:01 PM
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Great game dude! The horned ramming beetle was pretty tough but I made it past.  The only thing I would change is the font to a spidery web-font, rather than a pixelly one, and the letter-appearing noise I would change to something more organic, like a spider/insect 'click' noise. The game is great quality considering its free. I think you could have easily sold it on Steam for a dollar or two.
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403
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Feedback / DevLogs / Re: NAVE
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on: April 04, 2014, 02:26:41 PM
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I love this, and looks like you've done an awesome job with the cabinet and game.
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405
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Feedback / DevLogs / Re: moonman
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on: April 03, 2014, 09:49:40 PM
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Update: My RSI flared up this week, and on top of that I got a cold, and so I made limited progress. Some of the things I did include: - Recoloured and redesigned some of the forest plants to match the new colour scheme. They are supposed to stand out less, but still be interesting and somewhat alien. (See image 1)
- Added the dropshadow functionality back in. Foreground blocks drop a shadow onto bg blocks and sprites. And sprites drop a shadow onto background blocks. (see e.g., image 2)
- Added a 'lights out' mode so I can more easily experiment with no light scenarios (see image 3). I imagine some levels will be in complete darkness like in Spelunky, requiring torches etc to navigate.
Thanks for all the comments as usual, you guys are the best and you all keep me motivated to get results each week! My focus has been slipping lately so I've started experimenting with the Pomodoro technique to get back on track. We'll see how it goes!   
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407
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Feedback / DevLogs / Re: Elliot Quest
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on: April 02, 2014, 02:25:15 PM
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@ansimuz ah cool, yes the Easter egg, haha.  I haven't played this for probably a year, but I'll play it again when it's completely finished!
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410
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Feedback / DevLogs / Re: moonman
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on: March 30, 2014, 02:49:03 PM
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Thanks chaps! Update: Last week I finished most of the remaining blocks off and drew the new backgrounds. Here's two of them (click for max size). I'd like to make the forest one more complex, but it'll have to do for now! This week I plan on updating all the sprites to the new style, which means changing some of the colours etc, adding a little more detail etc.  
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418
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Feedback / DevLogs / Re: IRKALLA - New In-game Video!!!
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on: March 27, 2014, 03:10:50 PM
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Game looks stunning, but I agree with the above guys - robot looks like he's sliding over ice. You'll probably need an intricate movement system to get it feeling just right.
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419
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Developer / Technical / Re: Unreal Engine 4 for 19$ a month including source code
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on: March 27, 2014, 12:59:11 PM
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UE4 has a custom GUI toolkit now, which it uses for the editor, and which u can use in game. I imagine the 2d is fake 2d, but ue was used to make shadow complex, which is a great example of the style that's possible.
After a few days messing around I'm very impressed. Blueprint is very capable and has a great debug mode where you see the logic flowing through the network. Post processing is done with the material system, so you can build quite complex shaders using the blueprint style graph. I compiled the source but have yet to code a custom module, but I'm interested in finding out how smooth the hotloading system is.
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