Bahototh
Level 1
Design, Pixels & Art
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« Reply #80 on: February 25, 2016, 12:04:04 PM » |
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World map got a major overhaul today!
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Bakuda
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« Reply #81 on: February 25, 2016, 12:15:39 PM » |
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I'm really loving all the procedurally generated games that are coming out. This looks fun...keep it up!
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aamatniekss
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« Reply #82 on: February 26, 2016, 01:34:36 AM » |
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Wow, that world map looks kickass! The game is shaping up real cool!
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Gamephasenet
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« Reply #84 on: March 12, 2016, 07:26:44 AM » |
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Out hunting rodents in the revamped forest. #screenshotsaturday
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FoxShins
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« Reply #85 on: March 22, 2016, 07:11:57 PM » |
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Really digging the retro look on this!
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Gamephasenet
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« Reply #86 on: March 26, 2016, 11:30:00 AM » |
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#screenshotsaturday Finally made the camp! Don't spend it all in one place now.
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Bahototh
Level 1
Design, Pixels & Art
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« Reply #87 on: April 01, 2016, 08:46:21 AM » |
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Hi ye all, Tried out a simple animation on the title logo screen. What do you think for a icon? (Steam etc) Does it need more flare? (Tried out flashing on the sword as well, that didn't look so hot)
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Gamephasenet
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« Reply #88 on: April 02, 2016, 03:19:25 PM » |
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#screenshotsaturday Remembering the old comic book back covers; Some action figure extravaganza with a whole row of them. As a kid, drooling over various heroes and villains In other news: --------------- - Map area selection - Goblin behaviour (stops, idle animation) - Boss implementation (top secret) - HUD animation for special triggers Coming up: ----------- - Gamedev Days in Tallinn (Estonia) - Playable Demo and Greenlight campaign (we hope in May) Take care!
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Gamephasenet
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« Reply #89 on: April 16, 2016, 09:13:00 AM » |
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Nighttime in #thysword for #screenshotsaturday. The color tone is made bluer simply with a blue overlay image drawn with opacity close to zero. First we used a shader for this but for shaders to work (in Gamemaker Studio) DirectX9 is needed on target machines.
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lonelybench
Level 0
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« Reply #90 on: May 03, 2016, 03:15:02 PM » |
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I've watched the trailer like 4 times cause the combat looks so... satisfying I love everything about this game so far, can't wait for release
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Bahototh
Level 1
Design, Pixels & Art
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« Reply #91 on: May 07, 2016, 11:00:25 AM » |
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#screenshotsaturday: Co-op or Deathmatch? Let Thy Sword decide!
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Gamephasenet
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« Reply #92 on: May 09, 2016, 08:00:50 AM » |
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New eyecandy! We've been showcasing the game at some indie game conferences and it's really helped to get some major and minor tweaks done. Also a major boost to our confidence and motivation of course! We are nearing something that could be called balance, at least for the demo scale. Thank you for all your support so far, it means a lot to us. Stay sharp!
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lobstersteve
Guest
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« Reply #93 on: May 09, 2016, 11:04:31 AM » |
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That's a game i would actually like to PLAY and don't just appreciate it as a developer. I get that feeling rarely, but you put across that your game is fun well
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BomberTREE
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« Reply #94 on: May 10, 2016, 10:24:54 PM » |
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This looks freaking fun
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DarthTrae
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« Reply #95 on: May 10, 2016, 10:38:18 PM » |
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The trailer on the first page had a great voice over. It immediately conveyed the toned of the game to me
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Zorg
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« Reply #96 on: May 11, 2016, 12:35:18 AM » |
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In some screenshots some pixels look scaled/non-square. But in general you seem to strictly respect the virtual resolution (no pixel rotation or different sized pixels). How will the game be scaled? Do you simply scale up by 2, 3, 4 and scale to fill above*?
*Many games tend to ignore anti-aliased big pixels over ~4x4, nowadays.
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Bahototh
Level 1
Design, Pixels & Art
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« Reply #99 on: May 11, 2016, 05:02:27 AM » |
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Thanks guys!
There can be only one resolution. We rotate for example arrows, but everything stays on the same pixel level. Some Promo images have upscaled characters for clarity.
In the game everything gets scaled up evenly. Code Master Mikael may have some more details on that (fitting screens etc)
/Bahototh, graphic artist //GamePhase
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