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891481 Posts in 33545 Topics- by 24778 Members - Latest Member: sleepyzombie

June 19, 2013, 08:11:50 PM
TIGSource ForumsDeveloperFeedbackFinishedHack, Slash, Loot
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Author Topic: Hack, Slash, Loot  (Read 25640 times)
RotateMe
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« Reply #75 on: June 03, 2011, 07:20:37 AM »

Haha, this just happened to me: I had a bug in my BlitzMax game, where wrong objects, sharing the same height, were getting removed from a list. I knew it had to be BlitzMax messing with me so I searched for TList.Remove() bug. Found out some guy was having the exact same problem and some other guy had the solution. It turned out the other guy was you: http://www.blitzbasic.com/Community/posts.php?topic=87418 :D

The reason for the bug was that I sorted objects by their height and BlitzMax is a shitty language and just says: okay, those objects are the same by comparison, so just delete the first one, matching the compare method. F*** that. And thanks for your help :D
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Oddball
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« Reply #76 on: June 25, 2011, 05:10:36 AM »

Again not much I can say that isn't spoiler-ish so instead I'll post a screenshot this week. It shows some of the new content I've been working on.


First look at Kobolds and a baby Dragon.
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RotateMe
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« Reply #77 on: June 25, 2011, 06:43:18 AM »

Your 8x8 art is simply amazing. Love the dragon baby!
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eobet
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« Reply #78 on: June 27, 2011, 06:16:32 AM »

Not sure if my mail feedback got through, so I'll post it here as well:

The game is amazingly impressive. It appears as what you remember a classic 8-bit game to be, though with a very polished, modern point and click interface. Gameplay seems to hold up as well. Only general feedback would be that everything is 100% as what you'd expect. I haven't been "wowed" by any gameplay mechanic in particular, like the bow/bolt fire mechanic in BitWorld for example.

* A monster dropped 2 items, very nice and clearly marked, and they unstacked themselves with a lovely little "Pixar bounce" animation. Very clear and informative. However, when I left clicked the shield, boom, stack closes and nothing appears to happen. Bad default behavior, imo! It should say "move to pick-up", since the first time a user sees a stack, he probably isn't on top of it, and either way, if you think about it, using a mouse cursor it's unintuitive to have to block your view of the stack with your player icon before you can access the objects on that spot. Also, other distant objects do have the "move to manipulate" behavior, so it's a bit inconsistent that stacks don't.

* Would be nice if the hints were color coded or have some sort of symbol to indicate if it's better or worse (since the text is so small, I find myself constantly moving the cursor on and off target to see where and how it differs).

* Larger window size automatically goes full screen, even though it fits within my desktop at 3X pixel size.

* Since some monsters always "skips go" one tile away like you, so as to not have to be hit first, I hope that there is a profession beyond the first warrior that allows you to equip a ranged weapon as secondary one to fire at distant targets. Either that, or I might be missing a game mechanic, because the staring contests that sometimes happen are quite funny (perhaps you could give such mobs a "charge/pounce" attack that jumps you from one tile away?).

* Just a general note that the pseudo-3D height of objects is confusing as hell with the mouse cursor at first (since you have to aim at the base of each item, instead of in the middle like you do with an icon), but the hint popups and tile highlights makes it OK after a while. It's still confusing quite a lot, though, but bearable.

* Is it lazy to ask for indications (color or symbol) wether an effect as described in the log was positive or negative? (If you want to keep the log black and white, I'd suggest a skull for negative, and heart for positive.)

* Just noticed that if you click on a distant monster as someone with only a close combat weapon, again nothing happens. The default behavior should be "move to" here as well (unless I'm missing an option, as with the staring contests).

* There's XX/XX numbers for the top three stats, which feels overly complicated in this context, but at the same time, there's no XX/XX or XX(XX) by the health, so you have no idea how much damage you've taken (ideally, a small bar would be nice to see if you can squeeze it in there, for a quick glance at damage by percentage). If health actually only ever is an absolute number with no limit, then that in turn is a bit inconsistent with the complexity of the rest of the stats.
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Oddball
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« Reply #79 on: July 15, 2011, 05:00:07 PM »


Saracen with shadeform is attacked by headless zombie

YouTube vid


Hack, Slash, Loot is now about six months past my intended release schedule due to various setbacks and real life issues. This has put a huge strain on the project financially. I have only been able to last so long past the intended release date because I made sure to over budget the project. This means I have started to seriously consider using pre-orders to fund the last stages of development. Whilst I have nothing against pre-orders, I have pre-ordered plenty of games myself, I'm wondering what other peoples views are on indie games and pre-orders. I've been receiving steady requests for pre-orders ever since I announced HSL, but I'd hate to foster any bad sentiments. What are everyones thought on pre-orders?
« Last Edit: July 16, 2011, 01:47:34 AM by Oddball » Logged

Nugsy
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« Reply #80 on: July 15, 2011, 06:32:53 PM »

Vid link is broken! Sad
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JasonPickering
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« Reply #81 on: July 15, 2011, 06:47:57 PM »

perhaps you could look into kickstarter? that my be a way to do preorders and possibly get more financially? the problem would be with coming up with the gift tiers.
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Conker
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« Reply #82 on: July 15, 2011, 08:43:31 PM »

pre-orders are fine, but I suggest that the Pre-Order clients get a little bonus, like start with something a bit nicer, or a few weapons you can find only in pre-order.
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Oddball
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« Reply #83 on: July 16, 2011, 01:59:06 AM »

Video link should be working now.

@JasonPickering: I'm not American so can't use Kickstarter. I'd probably go with straight pre-order purchases rather than crowd funding anyway.

@Conker: There would definitely be extras for pre-orders. Bonus playable characters are especially easy to add for example. I also like the Minecraft pre-order deal where all feature expansions/sequels are free to early adopters.
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Conker
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« Reply #84 on: July 16, 2011, 03:10:55 AM »

That sounds spectacular.
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JobLeonard
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« Reply #85 on: July 16, 2011, 05:08:36 AM »

Maybe this will be useful?
http://www.quora.com/What-are-some-Kickstarter-alternatives
http://blog.webdistortion.com/2010/07/18/9-crowdfunding-websites-to-help-you-change-the-world/
« Last Edit: July 16, 2011, 05:13:48 AM by JobLeonard » Logged
Nugsy
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« Reply #86 on: July 16, 2011, 10:32:56 AM »

Ooo this game looks fun. Grin
It looks even better in motion that it does on the screenshots!

Edit: Attack lizards are the best haha.
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Oddball
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« Reply #87 on: August 12, 2011, 08:13:39 AM »

This is my day job. I live in Manchester so it's either be self employed or join a gang and roam the streets looting shops. The money will mainly be used to build barricades around my burnt down home and to buy personal defence weaponry to ward off the roaming hordes of looters. If I make enough money I will also be able to equip my car with bonnet spikes and roof mounted machine-gun so I can use it to plough through the roving mobs on my way to the charred husk of Tesco in order to buy food supplies.
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Oddball
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« Reply #88 on: August 26, 2011, 03:51:25 PM »

I'm getting married today. Wish me luck.



Expect more Hack, Slash, Loot news once things have settled down.
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ANtY
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« Reply #89 on: August 26, 2011, 03:55:52 PM »

Good luck man!  Toast Right
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