jctwood
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« Reply #20 on: October 14, 2016, 02:13:09 AM » |
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Love the use of noise and the ffxii menu system which i really like, works well in Snake Bird too. Really intrigued as to what you are developing the game in?
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Clint Kilmer
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« Reply #21 on: October 14, 2016, 10:48:24 AM » |
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being someone who work on a meatboyesque game myself I'de interested to try your game. It does look really good from what you've shown :D
@Anton Thanks for the interest! I'll add you to my playtester list, expect to hear from me shortly! I'm still trying to figure out the best way to distribute alpha tests. I'm currently leaning towards itch.io... Love the use of noise and the ffxii menu system which i really like, works well in Snake Bird too. Really intrigued as to what you are developing the game in?
@jctwood Thanks for your kind words. It's made in GameMaker! I've built custom engines and used XNA/Unity for years and never completed a game project. This is my first project with GameMaker, and it turned into a playable game very quickly! I guess limitations and restrictions really do help.
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FK in the Coffee
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« Reply #22 on: October 14, 2016, 01:07:58 PM » |
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Getting some lovely “Closure” vibes from this! Was that one of the inspirations?
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Clint Kilmer
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« Reply #23 on: October 14, 2016, 02:56:49 PM » |
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Getting some lovely “Closure” vibes from this! Was that one of the inspirations?
@FK in the Coffee - Actually no, I've never seen Closure before! After looking it up, I definitely feel some similar gameplay and visual vibes :D Cool collision mechanics as well.
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TonyManfredonia
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« Reply #24 on: October 15, 2016, 01:55:10 AM » |
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Hey Clint! I'd happily playtest, if you want to add me to the list . I am a bit busy, but I can always make some time each week to test the game for you!
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Clint Kilmer
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« Reply #25 on: October 15, 2016, 03:14:56 PM » |
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Hey Clint! I'd happily playtest, if you want to add me to the list . I am a bit busy, but I can always make some time each week to test the game for you! @amanfr01 Thank you, you're on the list. I appreciate your time <3 Note to the playtestersI'm just wrapping up the launcher/updater, level select/unlock stuff, and organizing and polishing the levels so far. Expect to be able to play some time next week! If anyone wants in, just let me know. #screenshotsaturday post today
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« Last Edit: October 15, 2016, 03:41:00 PM by Clint Kilmer »
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Clint Kilmer
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« Reply #26 on: October 22, 2016, 07:53:11 PM » |
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lasers!occlusion just got some more tools to kill you with! Introducing lasers, adds a touch of colour here and there, and also will definitely kill you. Just in time for #screenshotsaturday :D
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« Last Edit: December 24, 2016, 12:46:39 PM by Clint Kilmer »
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TonyManfredonia
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« Reply #27 on: October 23, 2016, 04:15:44 AM » |
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Oh man! I dig the added colors. Given that the majority is black and white, having some color provides something special. I almost wonder if the colors should be left for very important aspects of the game. Either way, its design and presentation is magnificent!
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Clint Kilmer
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« Reply #28 on: October 23, 2016, 01:32:26 PM » |
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Oh man! I dig the added colors. Given that the majority is black and white, having some color provides something special. I almost wonder if the colors should be left for very important aspects of the game. Either way, its design and presentation is magnificent!
Yeah, I definitely want them to be pretty sparse.
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Clint Kilmer
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« Reply #29 on: October 28, 2016, 04:27:03 PM » |
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Playtesting has begun!
Let me know if you want in.
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rj
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« Reply #30 on: October 29, 2016, 06:22:04 PM » |
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well duh. throw a build at me
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Clint Kilmer
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« Reply #31 on: November 03, 2016, 12:30:07 PM » |
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well duh. throw a build at me
@rj™ - Threw one at you, check twitter message for the latest build. occlusion - launcherI've been working on an occlusion launcher. So far it will download and keep the game up to date! Should help with playtesting... So far, only tested in windows, but should be cross-platform with mono. Still looking for a mac, or at least virtualize one as a VM.
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Clint Kilmer
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« Reply #33 on: December 23, 2016, 03:29:27 PM » |
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occlusion level editorI found a fun bug while working on the level editor... Spent quite a while just messing about with it :D
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indiehacker
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« Reply #34 on: December 24, 2016, 05:12:39 AM » |
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love what you're doing Clint.. I also web dev for monies and gamedev for passion I'm lucky enough to have a full slate of freelance clients and save a few hours a week to put into my game. This is coming along nicely.. love painfully hard games myself.. will def check it out.
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Clint Kilmer
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« Reply #35 on: December 24, 2016, 12:41:19 PM » |
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love what you're doing Clint.. I also web dev for monies and gamedev for passion I'm lucky enough to have a full slate of freelance clients and save a few hours a week to put into my game. This is coming along nicely.. love painfully hard games myself.. will def check it out. @indiehacker - Thanks! It's always cool finding someone with similar interests and passions :D Good luck with Battle Galactic! #screenshotsaturdayHere's what I posted for today:
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jctwood
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« Reply #36 on: December 24, 2016, 04:10:38 PM » |
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The duplicates look so cool!
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Clint Kilmer
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« Reply #37 on: January 14, 2017, 09:19:55 PM » |
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The duplicates look so cool!
@jctwood - Thanks! I (un)fortunately fixed the bug in the level editor that led to that... in-game level editorProgress is being made on the in-game level editor! (Been working on it slowly since xmas) + custom level serialization format + tool selection bar (not shown) + pop into editor on any level, make some changes, then save/discard them and play right away - have to figure out how to do a colour picker for lasers as well as on/off timings - also have to figure out how to do a speed select for moving spikes
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Clint Kilmer
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« Reply #38 on: April 11, 2017, 08:42:32 AM » |
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I want to feature some user-made levels for the beta release...
Anyone interested in trying out the level editor?
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