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31
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Developer / DevLogs / Re: Humblets - New video! 13/03/2013
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on: March 15, 2013, 03:11:13 PM
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Don't agonize over it, the game looks good anyway. Keep working on your project, you can adjust the graphics anytime. Moreover, as the content increase, the game will get more visual variety and look better. And someone may also offer to help you as a 3D artist, who knows.  But I must agree that the outline is a bit thick.
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32
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Developer / DevLogs / Re: Humblets - New video! 13/03/2013
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on: March 13, 2013, 12:05:26 PM
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Pretty impressive editor, it looks fast and easy to use. A lot more than coding 3D models.  By the way, are those models final? I had somewhat ended up expecting more toonish models. Maybe I just played to much candy world in transport tycoon deluxe 
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33
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Developer / DevLogs / Re: Pioneers (New build: Feb 25)
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on: March 13, 2013, 09:49:05 AM
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The land looks really, really good!  However, the rivers looks a bit "straight" in comparison. Moreover, it seems the sometimes rivers tend to flow to higher grounds, which lead me to think that they are generated independently of the height map. I know it is complex, but I honestly think it is possible to make even better landscapes by taking height into account. On the other hand, it is just a map, it may look better ingame. Anyway, huge progress have been made since the last map. Keep it up! 
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34
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Developer / DevLogs / Re: Hammerwatch - Co-op Hack & Slash (BETA/DEMO ACT1)
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on: March 13, 2013, 09:34:14 AM
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I don't know if how hard it would be to implement, but if the dash attack pushed back enemies, the player would not be trapped when one of them survives the attack. Also a slight push back would help keeping the paladin alive. Also the bombs in the crates seem very unfair: I had not problem with them with the wizard or the ranger, but I got hurt by the blast a couple times as paladin. Keep up the good work, the amount of feedback is proportional to your game's potential!
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Developer / DevLogs / Re: Hammerwatch - Co-op Hack & Slash (BETA/DEMO ACT1)
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on: March 09, 2013, 05:39:41 PM
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I must agree that the game is a bit easy and that there are too many boxes. Fewer with more gold would probably be better. Also had some technical troubles: on launch, some prompt reads that OpenAL is missing, maybe you should pack it with the game. During the game, some weird color effect sometimes appear when I'm near walls. It seems to affect ground tiles only. However, it worsen when I try to display the minimap, and this time, it affects all the screen. screenshots: http://imgur.com/kYAaVrl,fzbVIRB,uYqrr2aThe game is pretty fun however. The challenges sound fun, I'll try them later on. I think they can really spice up the game a bit. Why don't you add some to single player mode?
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37
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Developer / DevLogs / Re: Dungeon Dashers - Multiplayer Co-op Dungeon Crawling
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on: February 26, 2013, 03:26:27 PM
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Proposed items to add (may not do pile of gold in background) So sexy. I like this color scheme the most, but any color can work as long as it properly blends and contrasts with the background. For example, the gold logo would work horribly against a background with piles of gold. I completely agree. A grayish color is a must if you want to add a pile of different items with different colors in the background.
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Developer / DevLogs / Re: Terra Incognita
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on: February 10, 2013, 06:28:40 PM
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The Expedition part of it seems too modern to me somehow. Looks like one of those stencyl army fonts.
My thoughts exactly. The "curious" looks great though 
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Developer / DevLogs / Re: Chroma
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on: February 09, 2013, 05:24:56 AM
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Those screenshots look really, really rad! I think the current balance between plain and busy is quite good, however I kinda miss the plants on the previous screenshots... I understand that the use of color may be used for special places only, but I think some (glowing ?) mushrooms or slightly colored objects could be nice.
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