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879394 Posts in 32976 Topics- by 24364 Members - Latest Member: caraag31

May 24, 2013, 01:38:15 AM
TIGSource ForumsDeveloperFeedbackDevLogsTelepath Tactics (Now with an ALPHA DEMO!)
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Author Topic: Telepath Tactics (Now with an ALPHA DEMO!)  (Read 52849 times)
happymonster
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« Reply #315 on: April 14, 2012, 12:07:47 PM »

Lizardman is great!  Hand Thumbs Up Left
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
ANtY
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« Reply #316 on: April 14, 2012, 01:06:24 PM »

Also: we now have a lizardman sprite! Look how awesome this guy is:


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Udderdude
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« Reply #317 on: April 14, 2012, 01:11:38 PM »



A few things about this .. his feet and boots look tiny, like he's squeezed his feet into tiny little red stockings.  And his mace looks a tad bit small, too.  His right hand also seems larger than his forearms .. not sure if that's intentional or not.  I'd advise your artist to fix it up a bit. 
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Xion
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« Reply #318 on: April 14, 2012, 02:48:33 PM »

craig: ah, I'd seen you mention the email thing before but hadn't really paid much attention to it. Sounds like an interesting way of doing things. Does this mean though that you can't play 'live' games and that you have to continuously go back and forth to your email to get the next move?
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Franklins Ghost
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« Reply #319 on: April 14, 2012, 06:02:13 PM »

Really like that Lizardman.
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PompiPompi
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« Reply #320 on: April 14, 2012, 08:22:55 PM »

Udderdude, the lizard man's mace actually look more realistic. It is actually most other games who tend to create unrealistic huge maces. Though, I guess big maces look better...
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Craig Stern
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« Reply #321 on: April 15, 2012, 05:03:11 AM »

craig: ah, I'd seen you mention the email thing before but hadn't really paid much attention to it. Sounds like an interesting way of doing things. Does this mean though that you can't play 'live' games and that you have to continuously go back and forth to your email to get the next move?

Right now, yes. I'm cautiously considering making a free, live online version for some Flash portals using playerIO to serve as a demo, one without any single player or email capability, and a limited number of maps. If I end up doing that, and if it works well, I'd update the final game with that capability. But I'm cautious about saddling myself with ongoing server costs for a pay-once-and-play-forever game.
« Last Edit: April 15, 2012, 05:28:39 AM by Craig Stern » Logged

Craig Stern
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« Reply #322 on: April 15, 2012, 03:43:51 PM »

With all the basic character sprite designs being done and in-game, Telepath Tactics has been submitted to Indiecade! I feel like I've reached an important milestone in development.

As part of the submission process, I was asked to create a short gameplay video. The video shows off the assassin, the spearman, the engineer, the bowman and the crossbowman on a small lava-filled map. Here is a somewhat longer edit of the video I captured than the one I submitted with the game:

http://www.youtube.com/watch?v=W_F0JgO8gJM
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Moczan
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« Reply #323 on: April 16, 2012, 03:27:05 AM »

craig: ah, I'd seen you mention the email thing before but hadn't really paid much attention to it. Sounds like an interesting way of doing things. Does this mean though that you can't play 'live' games and that you have to continuously go back and forth to your email to get the next move?

Right now, yes. I'm cautiously considering making a free, live online version for some Flash portals using playerIO to serve as a demo, one without any single player or email capability, and a limited number of maps. If I end up doing that, and if it works well, I'd update the final game with that capability. But I'm cautious about saddling myself with ongoing server costs for a pay-once-and-play-forever game.

The free version of PlayerIO should be more than enough for the demo. If small player limit scares you off, try Gamooga, their free plan doesn't have concurent online players limit at all.
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Craig Stern
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« Reply #324 on: April 16, 2012, 06:20:07 AM »

Thanks for the tip: Gamooga looks really cool. I'm particularly impressed by their system's interoperability among multiple platforms. Smiley
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Yrgkala
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« Reply #325 on: April 16, 2012, 06:36:41 AM »

Excellent pixel-art all around!



A few things about this .. his feet and boots look tiny, like he's squeezed his feet into tiny little red stockings.  And his mace looks a tad bit small, too.  His right hand also seems larger than his forearms .. not sure if that's intentional or not.  I'd advise your artist to fix it up a bit. 

I disagree with everything you say here.
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Craig Stern
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« Reply #326 on: April 16, 2012, 09:10:02 AM »

All right, I decided it was finally time to let the gaming press in on what I've been working on here.

My Sinister Design announcement: http://sinisterdesign.net/?p=1499
My TIGS announcement: http://forums.tigsource.com/index.php?topic=25593.0
And the game's new official page (in progress): http://sinisterdesign.net/?page_id=1402

One of the biggest (and easiest) mistakes to make when first getting into game design is to wait until late in development to start marketing your games. This is a bad thing to do for a wide variety of reasons, perhaps the biggest of which is that people in general (and journalists specifically) are generally more receptive to hearing about things that they're already somewhat familiar with. I am starting early with this one.
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happymonster
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« Reply #327 on: April 16, 2012, 09:59:45 AM »

The screenshots on your webpage with the new character sprites look great! Smiley
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
Craig Stern
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« Reply #328 on: April 16, 2012, 11:04:07 AM »

Thanks! Grin
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ANtY
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« Reply #329 on: April 16, 2012, 11:36:59 AM »

This game so reminds me of my unfinished MOTBS, eh... I still want to make it some day.
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