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642
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Feedback / DevLogs / Re: STEALER
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on: November 23, 2012, 11:33:31 AM
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Any chance of a J2H style alpha soon? I'm dying to actually play this thing.
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645
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Feedback / DevLogs / Re: FAMAZE
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on: November 21, 2012, 04:20:40 PM
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A demo is definitely planned and in the works. We're hoping to have it ready in December.
Sweet. Can't wait. It's looking really well-designed. 
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646
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Feedback / DevLogs / Re: Hellas - greek vases v18
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on: November 21, 2012, 12:29:09 PM
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Just watched the video. The versus mode looks interesting. I'll have to try it out later.  From what I gather, we'll need a controller to play versus?
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648
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Feedback / DevLogs / Re: FAMAZE
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on: November 21, 2012, 12:17:38 AM
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Please help out by upvoting on Steam! Trailer coming later this week!
Upvoted and tweeted about it. I'd love a demo, though. 
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649
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Feedback / DevLogs / Re: Ritus
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on: November 19, 2012, 12:05:42 AM
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Everything's looking good so far.
I don't know what you plan to do with the inventory screen, but since there's so much empty space, maybe a pattern (that doesn't grab attention from the information and doesn't make things hard to read) in the background wouldn't be such a bad idea?
One thing that would make the inventory screen more readable, have less empty space and is relatively easy to do is to have a little pictogram (of similar shading as the current background) of the type of equipment that's supposed to go in each slot, for example, a generic helmet in the head slot.
The charms sound good. Maybe add some charms for good times or something, if time is a factor?
Oh, seeing the inventory and how many spaces there are in that shot:
1. Is that all the bigger the basic inventory is or will more spots fill the giant space that consists of the inventory as you get more items?
2. Are there plans for a bank or something similar to store stuff and transfer between characters?
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651
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Developer / Creative / Re: Today I created...
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on: November 17, 2012, 09:17:07 PM
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Today I created a prototype of the boxed collectors edition of my game! [img]
Still not thrilled with the printing quality on the label, but it's a good start!
Please tell me that'll be available after release, and that it wasn't Kickstarter exclusive. D: I'm always too broke to donate to Kickstarters when I actually want some of the rewards.
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653
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Developer / Creative / Re: Today I created...
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on: November 16, 2012, 06:09:26 PM
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@Code_Assassin: Your use of color confuses me big time. In one frame, the darker brown is the ground. In the next, it looks like it's just background to a cliff that you can't move off of. But even though you could walk on it a second ago, you just fall right through it.
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655
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Feedback / DevLogs / Re: Droidnaught
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on: November 16, 2012, 02:34:04 PM
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This looks great. Looking forward to trying it out.
Is it more of a roguelike or more of an RPG? As in - is there permadeath or is it more of an RPG with procedural dungeon levels?
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656
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Feedback / DevLogs / Re: Dungeon Colony
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on: November 15, 2012, 12:14:17 AM
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This looks pretty cool. Almost like Dungeon Keeper meets Don't Starve. I'm looking forward to seeing how it progresses.  EDIT: Oh, I can play it. I'll have to do that in the morning. I'll leave some feedback afterwards.
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658
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Feedback / DevLogs / Re: Another Day, Another Game devlog (now Mac friendly!)
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on: November 14, 2012, 05:46:04 PM
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Implemented shotguns and pushed the update. Play here!However, implementing the shotguns brought to light the fact that my shotgun algorithm doesn't work if, assuming that 0 is the top point of the circle, you shoot at approximately 135 or 315 degree angles. It's odd. I'll have to figure out how to fix it.
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659
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Feedback / DevLogs / Re: Another Day, Another Game devlog (now Mac friendly!)
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on: November 14, 2012, 04:31:08 PM
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Alright, a kind soul taught me how to anchor the HUD in Flashpunk. I'm a bit conflicted on the HUD though. Should I make it a bar going across the top, or would that be too distracting, since the amount of space visible is pretty crucial due to the way the camera moves? EDIT: Restricted the amount of turrets and traps you can have to 10 each. I might drop turrets to 5. I also made it so that both turret and trap pickups disappear after 5 seconds. I might raise that time, though, depending on how it goes. EDIT2: Haven't pushed this update yet. Hoping to get more done today before I do. 
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