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TIGSource ForumsCommunityDevLogsStarshock, a retro-esque arcade shooter
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Author Topic: Starshock, a retro-esque arcade shooter  (Read 63413 times)
Quarry
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« Reply #20 on: February 11, 2013, 03:52:04 PM »

What's your definition of a satisfying sword swing? I'll ensure you that I do it right if you can elaborate Wink
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DustyDrake
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« Reply #21 on: February 11, 2013, 04:01:20 PM »

I think he means there's a lack of 'connection' with your swing.
In minecraft and delver, whether you hit something or not, the animation doesn't change.
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Franklin's Ghost
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« Reply #22 on: February 12, 2013, 04:47:37 AM »

Looking interesting, reminds me of Delver.
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Mef
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8 bit massacre!


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« Reply #23 on: February 12, 2013, 05:05:20 AM »

This would be so cool if it only allowed right angle turns
and 1 tile distance per movement. Think EoB meets Doom, hehe.
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"Stand rigid for the next battle
Peace means reloading your guns
The love for life is all hatred in disguise
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pluckyporcupine
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« Reply #24 on: February 12, 2013, 05:17:18 AM »

This would be so cool if it only allowed right angle turns
and 1 tile distance per movement. Think EoB meets Doom, hehe.
Sort of like this?



As it stands, it's looking pretty sweet. The idea that the tension is on all the time due to having to plan everything due to scarcity, pushing the idea that you're a survivor is awesome. Not a whole lot of games that actually push that idea.
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Raku
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« Reply #25 on: February 12, 2013, 05:35:26 AM »

I am loving the palette of this game so far. Invokes nostalgia of those dark palettes used in so many gritty SNES games. keep up the good work
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Quarry
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« Reply #26 on: February 12, 2013, 06:19:17 AM »

This would be so cool if it only allowed right angle turns
and 1 tile distance per movement. Think EoB meets Doom, hehe.

It doesn't play so well, I also aim for a faster paced game
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Mef
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8 bit massacre!


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« Reply #27 on: February 12, 2013, 07:27:04 AM »

Sort of like this?

Yeah, this is exactly what I had in mind.
Just like Doom RPG, Wolfenstein RPG, Orcs and Elves, etc.

It doesn't play so well, I also aim for a faster paced game

A shame, so it'll basicly end up being called "Delver in space".
 Concerned

Hope it will be less arcade'y than Delver tho, really looking
forward to the supplies' management roguelikeness.

These screens are just too yummy to pass on this game, haha!
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"Stand rigid for the next battle
Peace means reloading your guns
The love for life is all hatred in disguise
A carnival creation with masks undone"
pluckyporcupine
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« Reply #28 on: February 12, 2013, 07:35:21 AM »

A shame, so it'll basicly end up being called "Delver in space". Concerned
I was thinking more Teleglitch-y. I may be wrong but it doesn't seem to be procedurally generated?
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Quarry
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« Reply #29 on: February 12, 2013, 08:15:50 AM »

We are planning to have an optional story and proper secrets/traps. So generation is unfortunately not our choice

Also I will make sure that this is not so easymode, simply the fact that shopping terminals are scattered around and guarded by monsters force you to approach them strategically
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Alex Higgins
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« Reply #30 on: February 12, 2013, 10:14:54 AM »

This game looks super sexy. Looking forward to it.
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Impmaster
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« Reply #31 on: February 12, 2013, 11:33:52 PM »

Heh. I was wondering why you had left the forums all of a sudden.

BTW, are you using Jmonkey engine for this, or are you doing it all in raw LWJGL?

Looking good, and good luck!
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jO
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« Reply #32 on: February 13, 2013, 05:30:57 AM »

I really like the visuals. Those weapon icons look super nice.
However, I personally feel they don't work very well when used as voxel data in the 3D view.
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Quarry
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« Reply #33 on: February 13, 2013, 06:47:02 AM »

@jO
They aren't voxel data, it's simple 5 layers of the sprite being stacked to give the depth feel. A lot of the testers requested it, so that's why it's in

@Impmaster
I never exactly left the forums but I increased the time spent lurking, and it's all in raw OpenGL. It took a while for me to get used to all these 3D gimmicks Tongue
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Quarry
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« Reply #34 on: February 13, 2013, 01:04:22 PM »

I implemented configs to allow players choose basic options

Code:
; === All available window options ===
; If fullscreen is enabled, window width and height are disregarded
; and your monitor size is divided by scale to replace width and
; height
[Window]
width = 480
height = 300
scale = 2
; fullscreen = true
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Joshua
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« Reply #35 on: February 13, 2013, 01:59:38 PM »

Hmm. That is a bit confusing. What about more user-friendly settings? Maybe just upscale amount (1x, 2x, etc) and fullscreen (true/false)?
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Quarry
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« Reply #36 on: February 13, 2013, 09:10:32 PM »

Hmm, that might be okay too. I just added those in case someone wanted to change the apect ratio
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Quarry
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« Reply #37 on: February 14, 2013, 09:21:30 AM »



A lot of stuff coming in, tons of new artwork and content are soon to be here!
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Ant
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« Reply #38 on: February 14, 2013, 09:31:29 AM »

canna wait  Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right
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DustyDrake
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« Reply #39 on: February 14, 2013, 10:48:36 AM »

Still not soon enough!
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