BleakProspects
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« Reply #400 on: June 08, 2013, 08:24:26 AM » |
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If you're wondering, the balloon looks terrible from above and below if the angle gets greater than say 45 degrees from horizontal. I think that's okay for now though.
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BleakProspects
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« Reply #401 on: June 11, 2013, 02:20:53 PM » |
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Here's a screenshot from the kickstarter video: We made it into the top 100 on indiedb for the first time today!
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gimymblert
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« Reply #402 on: June 11, 2013, 03:43:32 PM » |
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that's good news
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Quarry
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« Reply #403 on: June 11, 2013, 08:12:04 PM » |
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You are on 15 atm
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Impmaster
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« Reply #404 on: June 12, 2013, 12:37:57 AM » |
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At 11. Wow, this is going up fast.
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Pineapple
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« Reply #405 on: June 12, 2013, 05:36:58 AM » |
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Oh, Bleak. Baby please don't forget me when you've made it to the top.
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BleakProspects
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« Reply #406 on: June 12, 2013, 08:44:03 AM » |
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Don't worry Madk, you will always have a place in my heart!
Btw I am thinking about commissioning a graphic artist to help me make some of the kickstarter rewards + concept art.
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poe
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« Reply #407 on: June 12, 2013, 09:46:58 AM » |
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Bleak, remember the little guys when you go on to make buckets of cash.
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Kurt
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« Reply #408 on: June 12, 2013, 10:14:48 AM » |
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Congrats on top 20 (as of now)!
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Seiseki
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« Reply #410 on: June 12, 2013, 02:14:02 PM » |
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Pineapple
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« Reply #412 on: June 14, 2013, 03:11:54 AM » |
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If you end up wanting a composer to do the music for your game you should totally check my sounds out, babe.
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JobLeonard
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« Reply #413 on: June 14, 2013, 08:36:02 AM » |
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The king of the Dwarves delivering the Royal Charter (from a cutscene): Hey, I just came across this game through these forums, so sorry if this has been asked/answered before, but will there be an orthographic camera option like the first Dungeon Keeper had? It looks like the kind of game where it would work quite nicely.
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BleakProspects
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« Reply #414 on: June 14, 2013, 03:50:16 PM » |
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The king of the Dwarves delivering the Royal Charter (from a cutscene): Hey, I just came across this game through these forums, so sorry if this has been asked/answered before, but will there be an orthographic camera option like the first Dungeon Keeper had? It looks like the kind of game where it would work quite nicely. We have both an orthographic and a perspective camera mode. Our plan is to make it possible to freely switch between these when you desire. I prefer perspective. Some people prefer orthographic. The screenshot you show is just a mockup. Also, I have some good/bad news. We decided to form a limited liability company to keep track of our finances and to allow us to legally open a bank account for the kickstarter. We are now called "Completely Fair Games LLC". Unfortunately, the paperwork does take some time to go through. It could take several weeks before we can legally start the kickstarter. In the meantime, we will continue to work on new content.
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zalzane
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« Reply #415 on: June 16, 2013, 09:14:47 PM » |
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what did you use to write that trailer music? it's p good.
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BleakProspects
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« Reply #416 on: June 18, 2013, 06:04:07 AM » |
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what did you use to write that trailer music? it's p good.
FL Studio 8
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JobLeonard
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« Reply #418 on: June 20, 2013, 01:51:04 AM » |
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If any water remains from steps 1 and 2, check all adjacent cells (4-connected) in order according to direction of this cell’s “flow” vector. Move a random amount of water to each of the cells until we can’t move any more. The “flow” vector of each neighbor becomes the vector from the current cell to the neighbor. Why not use a field based system, like Jos Stam's? If you want to dig deeper into this, Intel has a wonderful series of articles on this subject, although half of it doesn't apply to your game (the field-based system is a natural fit for a grid-based game like this, so you can skip most of the particle based system parts). Splashes- Particle effects and sounds are created whenever liquid of a certain type moves more than an arbitrary amount. That's a pretty neat hack - seems efficient, and if you use the flow-vector you can make it direction-dependant too!
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BleakProspects
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« Reply #419 on: June 20, 2013, 04:18:42 AM » |
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If any water remains from steps 1 and 2, check all adjacent cells (4-connected) in order according to direction of this cell’s “flow” vector. Move a random amount of water to each of the cells until we can’t move any more. The “flow” vector of each neighbor becomes the vector from the current cell to the neighbor. Why not use a field based system, like Jos Stam's? If you want to dig deeper into this, Intel has a wonderful series of articles on this subject, although half of it doesn't apply to your game (the field-based system is a natural fit for a grid-based game like this, so you can skip most of the particle based system parts). Splashes- Particle effects and sounds are created whenever liquid of a certain type moves more than an arbitrary amount. That's a pretty neat hack - seems efficient, and if you use the flow-vector you can make it direction-dependant too! The CA based approach was just my first attempt because I could make it pretty memory efficient and simple to evaluate. I looked into field-based representations but couldn't get them to look natural. I may take another shot at it. Thanks for the article!
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