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TIGSource ForumsCommunityDevLogs¤ Courier of the Crypts ¤ --- Demo | Indiegogo | Greenlight
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Author Topic: ¤ Courier of the Crypts ¤ --- Demo | Indiegogo | Greenlight  (Read 19884 times)
Blodyavenger
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« Reply #60 on: September 09, 2012, 03:30:22 PM »

Thanks Beer!
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Ooops
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« Reply #61 on: September 10, 2012, 11:13:01 PM »

Congratulations on being featured on indeigames.com  Hand Clap Smiley
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Retro
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« Reply #62 on: September 11, 2012, 04:52:53 AM »

Yeah, sweet, dude!
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Folis
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« Reply #63 on: September 11, 2012, 04:58:57 AM »

This is still running? *fangirl scream*
Awesome! I can't wait until it's released! Smiley
« Last Edit: September 11, 2012, 05:24:14 AM by Folis » Logged
Blodyavenger
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« Reply #64 on: September 13, 2012, 10:12:15 AM »

Thanks everyone! It was quite a surprise for me as well, positive one of course.
@Folis: Well of course, this baby will be raised into a fine lad Wink

Ok, some quick news now:



Things added/updated:
- Body shredders (look at the picture)
- Earthquakes (from time to time crypts will get affected by the earthquake. Nothing huge, just some shaking, particles and who knows, maybe a wall will crumble down somewhere(hint))
- Some spider logic polished
- Light source graphics changed slightly because those pure circles were a bit...well, unnatural
- Player's light source is flickering slightly now because that linear grow/lower animation wasn't that cool
- Lots of code stuff corrected/changed
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Blodyavenger
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« Reply #65 on: September 14, 2012, 06:49:16 AM »

Hello everyone!

Bundle In A Box is out and as you've might known, I've signed up for the Indie Dev Grant at Bundle In A Box. Grant will help me pay the composer and buy sound effects. I'm also considering joining Steam Greeenlight in the near future.

If you're going to buy it please consider voting for Courier of the Crypts so I'll be a step closer finishing a game as I want.  Beg

You'll have my eternal gratitude! Thanks Smiley
« Last Edit: September 14, 2012, 06:56:12 AM by Blodyavenger » Logged

Blodyavenger
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« Reply #66 on: October 31, 2012, 02:27:46 PM »


Happy Halloween Everyone

   
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Ooops
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« Reply #67 on: January 10, 2013, 06:52:29 AM »

Any progress to report? Was kinda following this one?
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Aelexe
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« Reply #68 on: January 10, 2013, 07:00:10 PM »

This is an amazing concept! Please take my money.
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Blodyavenger
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« Reply #69 on: January 19, 2013, 03:22:44 AM »

@Aelexe: I appreciate it man, thanks! Smiley
@Ooops: I'm really sorry for no updates but I hardly find time at the moment because next to 8 hours of work every day I have few exams left for the university (homeworks and projects to do daily) and it's hard to find energy and extra time but exams are over this month so I'll continue very soon with active development.

However there are some updates that I've managed to do in these busy times:
- I've added shaders support so I can add some cool effects now
- New camera system: camera will not be fixed on player 100% anymore. It follows player smoothly now. I need to record a video about that to get others' opinion as well.
- 1st Boss fight is done if we don't count polishing and it's quite interesting and hard fight. You'll love it. As soon as I get back on tracks I'll release short video with updates.
- Some tiles were changed
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Blodyavenger
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« Reply #70 on: February 12, 2013, 03:44:29 PM »

I'm back with news from the development!

After iteration tests I found out that environment is too dead (ignore the fact that game is happening in a crypt...). The problem was that I couldn't do much about it since map format and map editor didn't support advanced functions -> better said, the whole system was of lame construction.

That's the reason why I've decided to rewrite the map and editor part. Here is a not-so-small image displaying map in the editor & in the game.



Now basically everything is a living object which means I can target everything on everything. I can activate something after monster's death or I could easily transform terrain after some event. This will offer lots of dynamics in map designs.

No more hardcoded events, yay. You can read more in details on my blog.

In few days I'll need your help!
I've decided to try and increase size of tiles from 16px to 20px. That way I'll get more details and better view on the game area. I'll need your help to decide what's better. Thanks in advance  Wink
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Blodyavenger
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« Reply #71 on: February 13, 2013, 04:57:08 PM »

I need your help now  Beg

I've decided to try and increase tile size for 4 pixels (8 pixels when I scale to 200%).
Why:
- more details
- everything will fit better on screen

At the start I wasn't thinking about the fact that everything is happening in the crypts and that most of the surrounding will be black. That's the second reason to increase gfx size - less blackness and more game on the screen.

So, what do you think? Should I stick with the new or old grahics?

NOTE:
 - New character is just a doll - it will be more like an old one
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[bk]door.maus
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« Reply #72 on: February 13, 2013, 05:26:09 PM »

I much prefer it with the larger tileset; it helps alleviate the emptiness.
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Ant
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« Reply #73 on: February 14, 2013, 01:13:15 AM »

Yeah I think less-blackness is probably the main reason to upscale, the larger sprites are real spiffy looking too. Hand Thumbs Up Right
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Windybeard
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« Reply #74 on: February 14, 2013, 01:52:13 AM »

i think the larger sprites are better. looking good!
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Blodyavenger
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« Reply #75 on: February 16, 2013, 03:39:39 AM »

Thanks to all of you!   Smiley It's like 15:0 for the new one at the moment so I guess you all know what I'll be doing next.
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Blodyavenger
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« Reply #76 on: February 16, 2013, 07:04:02 AM »

Pixel Particle Editor

I'm using pixel particles a lot in the game and hardcoding became pain in the ass so I've started building this little toy. I'll make all particles here which can be easily used in the game then.

Few examples where I use these:
- water splash effect
- torch
- dust
- explosion (next to explosion animation)
« Last Edit: February 19, 2013, 01:31:37 PM by Blodyavenger » Logged

Blodyavenger
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« Reply #77 on: April 17, 2013, 01:43:16 PM »

Here is the preview with new tiles and some other stuff. I think it was a good decision to make bigger tiles and everything. Gameplay area fills the screen better and you can focus on stuff that matters not the blackness.



I also did some work on Checkpoint. When you'll get closer to that "checkpoint stone" flame will light up and blue globes will start floating around. Sending work in progress previwe
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Blodyavenger
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« Reply #78 on: April 20, 2013, 04:56:57 PM »

I've finally managed to release short Development Video about Pixel Particles in my game.

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Windybeard
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« Reply #79 on: April 20, 2013, 05:50:44 PM »

cool particle editor, i never thought about making something like that! Beer!
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