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2321
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Feedback / DevLogs / Re: Adventure Cat
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on: January 12, 2012, 11:07:32 AM
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Awesome sand is awesome. LOL
I only have a couple of suggestions:
1. The only place the sand tile 'breaks' is where it meets the water's edge. 2. You shouldn't be able to see the sand under the water's top level in your tile, unless the water's pulling in and out (animating). 3. Feels like there's a lot of colors in the sand, but not enough contrast. Try limiting it to 3 or 4 colors.
Other than that, it's looking great.
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2322
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Developer / Audio / Re: SUNVOX IS NOW ON ANDROID!
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on: January 12, 2012, 08:35:06 AM
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You can also adjust which audio output device is being used by altering the .ini file. If you have a keyboard, it might be going out a MIDI input or output device (which, to my knowledge, won't make sound). In other words, try adjusting the audiodevice hw value in the sunvox_config.ini file. Mine, for example, is set to this to use my external audio DSP:
// ALSA audio device name in Linux; or audio device number in Windows: audiodevice hw:0,6
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2323
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Feedback / DevLogs / Re: moonman
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on: January 11, 2012, 06:09:08 PM
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Nice. That looks perfect. Only other thing I could propose is to fade out the console until something is written on it or you mouse over it, and the same with the inventory section (I'm a fan of minimalistic GUI, as well). Other than that, it's fine the way it is!
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2325
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Feedback / DevLogs / Re: moonman
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on: January 11, 2012, 05:58:32 PM
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Update: Mocking up more gui ideas. (Yellow are notes). This time seeing if I can fit things into 800x600, which it turns out is easy with 24x24 icons and a 8px font. Question: At this res do you think the buttons or text is too small?  GUI's readable to me. Nice, clear font, too. Make sure you can minimize the inventory system stuff, and I would make the console at the top-left just display a few lines. Otherwise, it's awesome-looking.
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2326
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Feedback / DevLogs / Re: Soldier Of - 3D GBC-Styled Action Adventure Game
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on: January 11, 2012, 08:35:35 AM
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@eigenbom - You would know, so thanks a lot! :D @kitheif - No problem, and thanks! So, I worked on a new map piece - a ruined office building. I think I'm getting better at expressing the destruction. EDIT: There's some reflective-ness going on in the inside screenshot. The tile ground is supposed to be shiny, so I have a mirror plane set up, but it won't be shiny over the burned / dark areas when I'm finished with it. Outside:  Inside:  Also, I started an IndieDB page, where you can find a particularly hideous piece of concept art for the city layout. Hurray! :D Here it is again for good measure:  Next, imma prolly do something with the sewers.  EDIT: Which I've already changed by making the water brown.  So... Yeah.  EDIT 2: Oh, yeah, I also did something with the enemies so that they respawn after you defeat them if you leave the map. 
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2327
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Developer / Audio / SUNVOX IS NOW ON ANDROID!
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on: January 11, 2012, 08:25:14 AM
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Hello, everyone. I just wanted to pop in and say that SunVox, the cross-platform modular synth tracker that is awesome to use on desktops is now available on Android. I plugged in my headphones, and it SOUNDS THE SAME - Awesome. It's also only $5! :D Market Link HerePick it up!
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2328
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Feedback / DevLogs / Re: The Archer
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on: January 10, 2012, 05:16:40 PM
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I was suggesting world-speed, but perhaps Ashkin's idea would work better. It's kinda hard to imagine without any videos or screenshots, so you'll be able to tell the best, Gabriel. 
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2330
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Feedback / DevLogs / Re: The Archer
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on: January 10, 2012, 12:19:44 PM
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Oh ma gawd I'm really loving the added atmosphere the texture overlays add, it'd be interesting to see how that looks in-motion.
I agree with Ant. Make sure the texture loops and scrolls, though - I think it would detract from the feel if it wasn't 'world-specific'.
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2331
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Feedback / DevLogs / Re: Adventure Cat
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on: January 09, 2012, 06:14:10 PM
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Downloaded it. From looking at the screenshots, it's looking well-drawn and extremely Zelda-like. I like it.
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2332
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Feedback / Playtesting / Re: prototype: grapple hook + smash bros + ?
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on: January 09, 2012, 05:10:51 PM
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Wow, interesting idea, particularly the boxing glove part. I agree with J.R. - it looks really smooth. Only thing that I can see from this stage is that the camera needs to keep up with you under all circumstances. Keep going with it, though - it looks like it's going to be a super cool game!
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2337
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Feedback / DevLogs / Re: Mr. Hat I
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on: January 08, 2012, 08:52:33 AM
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Cool game - it's looking good. Keep making progress! I think I mentioned this in another thread, but it's looking very polished. In addition, suggestion: Hat on top of top hat-hat. ... I'm an idiot. 
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2338
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Developer / Creative / Re: Today I created...
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on: January 07, 2012, 06:33:51 PM
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This thread doesn't get enough love. There's a post from December 1st at the top of the page.  Defending the world from killer iPhone cases?
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2339
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Feedback / DevLogs / Re: Secrets of Grindea (new video + homepage launch)
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on: January 07, 2012, 06:26:04 PM
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Great graphics, Eldboll. Looks really sweet. I agree with Ashkin, though - the dirt's a little too yellow. EDIT: Oh, and the signs seem a little flat to me. I think it's because you use the orange-ish color as an edge coloring rather than to give the illusion that the signs' top is that color. Other than that, it's pretty great-looking! How do you guys go about that? How do you keep the player interested enough to follow your progress without giving too much away? It's a frickin science!
I know what you mean. I'm trying to figure that out myself - I'm pretty much working at the same pace as my updates, so once I get to working with the story, it might get hard not to spoil anything. I think that maybe you should so really small updates, like: "Here's a heart container. It increases your life by a certain amount. We store the amount in a per-object variable so that different containers can increase your life by different amounts. So be sure to pick some up when you go to the supermarket!" *HAHAHALAWLZDEVLOGUPDATEOVER*
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2340
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Feedback / DevLogs / Re: The Archer
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on: January 07, 2012, 05:35:38 PM
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Keep going with it, indeed. It's looking impressive. Game Maker's quite capable, despite how easy it is to use.
As for your collision issue, I know you've probably figured it out, but perhaps you could shape the player's mask like a cube with a triangle at the bottom, like: _____ | | | | |____| \ / \/
(Theoretically), That with jazeker's idea should allow the player to get close to the hill to look like he's climbing, but still take hits in his chest area.
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