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1411315 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 03:29:40 AM

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141  Community / DevLogs / Re: GrueQuest on: July 09, 2013, 09:34:45 AM
Is there a particular reason why the crafting UI is heavily dithered while the rest of the game seems to use little or no dithering?

I have to admit that it looks pretty overall, but I am bothered by the dithering.
142  Community / DevLogs / Re: Scraps on: July 09, 2013, 04:05:58 AM
Just tried the demo for OS X. Absolutely gorgeous. I love the untextured, flat shaded aesthetic and the editor works really well!

Can you link the firing of multiple weapons to the left mouse button? Also, it would be nice to have a check so you don't aim into your vehicle by mistake, but perhaps that's done on purpose? (I imagine it would enable hilarious suicides.) Perhaps doing linking should affect the power management too, like in Mechwarrior 2?

The open landscape and the suspension work in the car reminds me of the original 1nsane game by Invictus, and that's a really, really, really good thing.

I'm very much looking forward to this!

EDIT: Do you have any plans to separate the wheels into building pieces as well, so we can make six wheelers, mix wheel sizes, wheel bases, etc, etc?
143  Community / DevLogs / Re: Drake: The Golden Hind Story (patformer / like Flashback + minor rpg elements) on: July 08, 2013, 08:49:11 AM
eobet
Quote
Well, you certainly have graphics and animation going for you. Now it's just that tiny bit about the gameplay...
I think about gameplay everyday and every night. Each free moment of my existence. This is main fear of our development.

Hey, I didn't mean to get you nervous about that. I was just curious as to what you may have planned. Wink

Also, while your super smooth animations look awesome, I hope you continually put them in the game to try them out, because you mentioned Flashback, and the big drawback of that game, imo, was that you had to wait for those smooth animations to complete until the character accepted your next joystick input, so while the character looked smooth, it felt like moving through jelly because it was so slow.

A fun thing to compare for you might be the classic Pirates! which also had very slow animations in its swordplay, which made for quite slow and tactical fights, while the much newer Pirates! Gold had far fewer frames of animation, which enabled lightning quick swordplay that was more realistic (but also more difficult).

PS. Love, love, love the way the character switches weapon hand when he turns, so you can just mirror the sprites. Awesome detail.
144  Community / DevLogs / Re: Drake: The Golden Hind Story (patformer / like Flashback + minor rpg elements) on: July 07, 2013, 08:33:22 AM
Well, you certainly have graphics and animation going for you. Now it's just that tiny bit about the gameplay... Wink
145  Community / DevLogs / Re: Kingdoms Rise on: July 05, 2013, 11:20:55 AM
Just so you know, you can turn off the auto playing of the embedded videos.

I have it set to off because I find that it can slow down Steam. I only look at the screenshots, and if I find them interesting enough, I'll play the video.
146  Community / DevLogs / Re: Thief Story on: July 03, 2013, 09:36:21 AM
Everything in this thread is seriously impressive.

Is it just me, or have there recently been quite an influx of burglary games?  Noir
147  Community / DevLogs / Re: The Wanderer - similar to Zelda II, Simon's Quest, Faxanadu on: July 03, 2013, 09:32:22 AM
That's impressive! But surely you must use some 3rd party libraries? How are you handling sound and input devices?

The current 3rd party libraries I'm using are:
- OpenGL
- PortAudio
- JsonCpp
- Lua
- PicoPng

I will probably end up using OggVorbis for music playback.
For input, I only support the keyboard currently. I'm going to need to decide how to handle gamepads.

Cool! Thanks for the info. Interesting (and good) that you can create cross platform games with so few libraries these days.
148  Community / DevLogs / Re: The Wanderer - similar to Zelda II, Simon's Quest, Faxanadu on: July 02, 2013, 11:07:37 AM
I'm programming the game in C++, using OpenGL for graphics. Windows, Mac, and Linux are the target platforms.

That's impressive! But surely you must use some 3rd party libraries? How are you handling sound and input devices?
149  Community / DevLogs / Re: Eastward Quest on: June 14, 2013, 12:39:10 PM
Wow, the progress from the first page to here in this thread is really, really impressive and an interesting read too!  My Word!
150  Community / DevLogs / Re: Dungelot 2 [dungeon crawler] [IOS, ANDROID] on: June 12, 2013, 02:43:34 PM
Yes, very good change!

Now, I personally would gather all player stats in one place too, but at least the major confusion is gone now.  Gentleman
151  Community / DevLogs / Re: Dungelot 2 [dungeon crawler] [IOS, ANDROID] on: June 11, 2013, 03:53:59 AM
You have a very good artist working for you!

Watching the gameplay video, one thing wasn't clear to me:

Do you have two monsters at the same time? If not, then both portraits shouldn't be identical. Either style them differently, or emphasize your own portrait and health in some way. If however, you are fighting two monsters at the same time, where is your own health? I think I only see a mana bar...


Hi there! Tnx, artist will be pleased:)  About your question: the left one is a hero and the right card shows us the monster. When you tap a cell a fight occur. Monster always strike first ( except few exceptions in the rules ). As they fight hero may kill the monster and his card burns down, then you see a number of movement points that shows you how much turns you may make before new monster appears.

So tapping cells = fighting = losing health, the idea to find key as fast as it possible and get on the next floor.



At the bottom you see hand of cards that shows you what magic you can use on monster BUT in some situations  this cards changes to debuff cards that making something bad with player and you must burn them losing your mana points.


Hope that I described every moments. Cheers


I think you missed my point. The fact that you had to describe that to me means that your interface isn't intuitive. It should be self explanatory, and right now, by having the two portraits and stats exactly the same, they are confusing.
152  Community / DevLogs / Re: Dungelot 2 [dungeon crawler] [IOS, ANDROID] on: June 10, 2013, 05:27:40 AM
You have a very good artist working for you!

Watching the gameplay video, one thing wasn't clear to me:

Do you have two monsters at the same time? If not, then both portraits shouldn't be identical. Either style them differently, or emphasize your own portrait and health in some way. If however, you are fighting two monsters at the same time, where is your own health? I think I only see a mana bar...
153  Community / DevLogs / Re: Super Puzzle Platformer Deluxe! on: June 10, 2013, 05:13:46 AM
Oh, what the heck, I'll bump this...

Speaking of that lava level, that damn fireball from below... so easy to miss! A little screen shake to warn you would be nice. Tongue

The speed of the fireball and the unforgiving hit box prevents me from progressing further in the game (it was pretty easy to unlock the lava level, but this is a very sharp ramp up in difficulty).

EDIT: Ok, so gem counting to unlock levels is cumulative. Ice level unlocked.

New bug: The Steam installer for the game seems to want to run every time...

EDIT 2: There is definitely something wonky with either me or the difficulty levels, because it was much easier to get a higher score on the icy level than the previous lava level. The icicles are much easier to avoid than the fireballs.
154  Community / DevLogs / Re: DwarfCorp: Mine. Explore. Build. Survive. on: June 04, 2013, 12:30:54 AM
Right side is very empty, I'd suggest lowering the balloon to cover that area

It's my kickstarter's goal meter. The right side is covered in text. I just took the text off to see what it would look like as a poster.

I think it's messy with that blue sky. Why not have only the blue sky on the top where the logo is, and then have all the kickstarter goals digging down, with the last one being "WE'RE TOO DEEP" or something. Sticking with the theme and creating a clear look, imo.
155  Community / DevLogs / Re: Super Puzzle Platformer Deluxe! on: June 02, 2013, 08:25:21 AM
Any chance you could add a "skip" button to gamepad configuration?

My gamepad doesn't have enough buttons for all inputs and it seems to be all or nothing currently...

Oh, and disconnecting the gamepad while the game is running crashes it. Smiley

EDIT: I think I had a bug on the lava level where one of those fire spinners dropped on top of the screen, just outside the visible playfield, yet still spun and wouldn't go away...
156  Community / DevLogs / Re: DwarfCorp: Mine. Explore. Build. Survive. on: June 02, 2013, 08:20:58 AM
If you make a kickstarter be sure to differentiate from the competitor:






You will be inevitably compared too and people might question your game because those where up on the news before you

Whoah, looking at those videos, the big question is what differentiates Timber and Stone from Stonehearth?  Ninja
157  Community / DevLogs / Re: Super Puzzle Platformer Deluxe! on: May 26, 2013, 12:26:53 PM
Works now. Love it! Great improvements over the original. All that's missing now are some Bubble Bobble like power-ups, but perhaps there are and they're really rare?

Also, how do I get my hands on the soundtrack? I haven't heard digi drums in a long while and the nostalgia is strong. Smiley
158  Community / DevLogs / Re: Super Puzzle Platformer Deluxe! on: May 25, 2013, 10:20:56 AM
Well, I bought it, but it crashes after displaying the Adult Swim logo...

Problem signature:
  Problem Event Name:   CLR20r3
  Problem Signature 01:   superpuzzleplatformerdeluxe.exe
  Problem Signature 02:   1.0.0.0
  Problem Signature 03:   519eb530
  Problem Signature 04:   Microsoft.Xna.Framework
  Problem Signature 05:   4.0.0.0
  Problem Signature 06:   4e60120e
  Problem Signature 07:   516
  Problem Signature 08:   51
  Problem Signature 09:   System.InvalidOperationException
  OS Version:   6.1.7601.2.1.0.256.1
  Locale ID:   1053
  Additional Information 1:   0a9e
  Additional Information 2:   0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:   0a9e
  Additional Information 4:   0a9e372d3b4ad19135b953a78882e789


I really don't like Microsoft things. Sad I hope you can get the Mac version out soon!
159  Community / DevLogs / Re: Magnaburn - Futuristic racer on: May 22, 2013, 02:31:04 PM
How about this:

Most of these hover craft games are about future sports on closed tracks, often involving weapons.

But what about normal roads and highways in the future? How about a futuristic hover Out Run type game where you race endlessly through different sceneries, avoiding normal traffic. If you don't know what Out Run is, think Gumball 3000 a few centuries into the future. Will you race through solar panel forests in the desert? A bridge across, or perhaps tunnel under the atlantic ocean? A highway that is actually a space elevator? And what vehicles will you encounter? Huge buses with hotels on them? Kilometer long trains of cargo trucks?

The possibilities are endless, and as I said, it will all be down to the controls. Which game feels the best?
160  Community / DevLogs / Re: Magnaburn - Futuristic racer on: May 22, 2013, 09:30:57 AM
WTF!!!!
I can't believe it.
I just found this thread.
The videos look incredibly like what I've got/was going for, only way more polished and mature.
Bugger!
That always happens to me, I have what I think is a cool idea and it turns out it's been done, way better.
Perhaps he went to the future to steal my idea. Yeah, that must be it.
I off now to cry in the corner and reevaluate my work.
 Cry


Eh... Wipeout and F-zero has been "done" for a long while, man. Wink

But as I posted in that thread, gameplay is king when it comes to hover racers.

Doesn't matter if you have AAA graphics if it plays like crap.
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