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1411363 Posts in 69351 Topics- by 58404 Members - Latest Member: Green Matrix

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181  Community / DevLogs / Re: RamBros [Co-Op Platformer/Shooter] on: June 02, 2012, 07:36:21 AM


I think the game just found its slogan.  Shit just got American. Gold.
182  Community / DevLogs / Re: RamBros [Co-Op Platformer/Shooter] on: June 01, 2012, 11:32:56 AM


Totally badass.

Anyone who wants to test the first alpha hit me up if you backed the project, I will sort out a dropbox to upload future alpha/beta builds to - first build is up now.  [email protected]
183  Community / DevLogs / Re: The Archer on: May 29, 2012, 06:43:49 AM
W H A T !  Awww well hope you come back to it sometime in the future, best of luck with your art!
184  Community / DevLogs / Re: Unstoppable Fist on: May 27, 2012, 04:48:54 AM
Epic Mullet  Beer!
185  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: May 24, 2012, 06:31:25 PM
Um... when are we supposed to get this alpha version? I want. Just give me what you used in the demos and I'll be happy.

Not too far now, whenever it hits a "basic but fun" level, the last major feature for first alpha was done yesterday so we are just cleaning up now and doing some required stuff before sending it out (Wiki/polish/etc)
186  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: May 23, 2012, 06:51:04 AM
Loving that new screenshot and good to hear the livestream will be coming back up. Every time I go check it lately it's down so was wondering.

Oh all good, yea we had some downtime this week so figured just grind without the livestream for a bit.  Here's what I'm doing on the caves at the moment, super WIP.  Ignore the density of rain, Mike needs to fix that for caves.  Talk on live-stream tomorrow.

187  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: May 23, 2012, 06:29:08 AM
Cheers guys!  Bit of a update, as usual I don't post here as often as I should, Mike has been working on the inventory this week (and the UI stuff down the bottom), I have been toying with level lighting and started to do some backdrop details this week - going a bit slower than I thought - just finished up a container ship, will be moving onto the cave backgrounds pretty soon and just spending my time adding some one off details to the first island...  Livestream has been down for about a week now, but we are putting it back up tomorrow.



The background system has its faults at the moment with the transitions so I am going to blending caves to beach with the brute force approach for now, lots of mid-ground objects to mask the transition, expect some more pics in a day or so.
188  Player / Games / Re: Diablo 3 O_o !! on: May 19, 2012, 07:26:09 PM
This game just got progressively more silly, act 1 and 2 were great then it was all downhill, still unsure what I just finished.  It felt like the worlds longest joke. By the end it didn't even feel like Diablo, it felt like we were watching a Saturday morning cartoon with the bad guys replaced with demons, yelling "BWAHAHAHAH, YOU SHALL NEVER DEFEAT ME" every few rooms...  Shrug

The boss battles got progressively more rushed with every hour, the transition into the hell levels was jarring, the dialog got progressively worse from around act 2.

Act 4 of all the acts felt visually like an environment that belonged in another game, the enemies looked out of place and the whole experience regarding the ending was just  Facepalm  I really tried to like it as I have clocked hundreds of hours on D2 and D1, but by the end it just felt like a rushed shitty ending to a game that could have been potentially great.


wow I must be really bad at this because I just can't beat belial

4 times 4 wipes on his last form

fuck this time to reroll

Our group had that problem too, compared to the other boss battles he was much harder - infact, he was the only boss battle we died on in the game. That whole boss battle was like something out of Metal Slug...
189  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: May 13, 2012, 07:26:00 PM
[Total Boss Screenshots]

Bit of an update as I haven't really posted a update in quite a while- we are working pretty hard to get the first playable together pretty shortly - just finished up all the animals and injuries and clothing right now, im moving on to doing level polish pretty much from tomorrow.  Mike has been doing UI stuff most of the week and Chris is starting to add the sound effects to the game as we speak, so its starting to come together, I think we should have something bordering on playable in a week or so with any luck....  

Looking really nice. Love the one with the shark in it.

I've kinda got one question though. Since you guys mentioned you're using Unity to make Under the Ocean. What kind of approach are you using to make the game? Are you going with the sort of component based approach using the inspector or along the lines of what the guys from gamesfoundry posted here.

I'll probably find out tomorrow when I go to check some of the livestreaming stuff you've done but I was just curious either way.

We are doing our best to avoid the component based approach as much as possible - it seems the really only right way to do it for this game.  Livestream maybe up tomorrow but we are leaving it down for today while we are crunching.  Im sure when the livestream is back up Mike would be more than happy to give you a Unity rant  Cheesy
190  Community / DevLogs / Re: RamBros [Co-Op Platformer/Shooter] on: May 13, 2012, 12:29:11 AM
Just a quick one guys, the IndieGOGO for RamBros has ended unsuccessfully at $1,150, but I will be (as mentioned earlier) still working on it - so development will get a bit slower for a tiny bit,  to confirm I won't be porting it either (I know I mentioned something about Mac/Linux if there was enough support).  

If I miss you as far as adding your name ingame/NPC designing/Custom builds shoot me a email at [email protected] and Ill make sure your on the list.

Pretty grim post so I will finish it with some brighter news - I still plan on releasing the first builds soonish to the people who backed, but this kind of puts a spanner in the works, hopefully I can get the project finished within a reasonable time frame still!

Oh and to the few who backed the project - you guys fucking rock.
191  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: May 12, 2012, 07:07:16 PM

Bit of an update as I haven't really posted a update in quite a while- we are working pretty hard to get the first playable together pretty shortly - just finished up all the animals and injuries and clothing right now, im moving on to doing level polish pretty much from tomorrow.  Mike has been doing UI stuff most of the week and Chris is starting to add the sound effects to the game as we speak, so its starting to come together, I think we should have something bordering on playable in a week or so with any luck....  
192  Community / DevLogs / Re: Screenshot Saturday on: May 12, 2012, 07:01:10 PM
Hey! This is a screen shot from a game I am currently developing with a couple of friends. It is called Tengami. Tengami is an iPad adventure game, set in Japan of ancient dark fairy tales. You explore a paper architected pop-up world and manipulate it to solve puzzles and discover secrets.






This looks really fantastic dude - look forward to seeing more.  Here is my contribution for the week - sharks and other nasties, clothing/bandages/etc, injuries and sicknesses, a few tweaks here n there:



193  Community / DevLogs / Re: RamBros [Co-Op Platformer/Shooter] on: May 10, 2012, 05:33:14 PM
I don't know why you're not getting more indie love. Your game looks so fun and hilarious. I do wish the bosses were more ludicrous, like with giant heads and robot arms and stuff, but that's just MHO.

I tweeted, FB'd and G+'d you today, hope you get some last 48hr funding.

-M

PS I love the looks of "Under The Ocean" too!

Actually I am still playing with the idea of going metal slug with giant bosses and stuff VS megaman with pretty normal sized bosses - The only reason I am leaning towards megaman styled boss fights so far is I have pretty much lifted the whole "get the bosses weapon" from each leader so It kind of works.  That being said I think I will have a larger boss towards the end but it probably wont be the norm.

That Hitler boss battle in the latest video is kind of a bad example - it was the first sort of prototype boss fight and isn't that impressive - probably a better one would be the Kim Jong battle - or the Stalin battle.  Either way Its early days for the boss fights, I will be revising them before the demo goes out.



Also I am considering beefing up the co-op play with a bit of a Mario 2 styled pickup system - so one of the players can forgo there weapon to pick up high powered explosives/door breaches/etc and carry it while the other player covers them.  I think it may add a bit more interest and break up the whole run and gun with a bit of co-op strategy, as it stands the only other co-op element ingame is the dragging your wounded friend around once they are "killed".  Also maybe take a note from L4D with the whole -one player works the "progress bar item" while the other defends type thing coupled with some defensive type items could be cool also.
194  Community / DevLogs / Re: RamBros [Co-Op Platformer/Shooter] on: May 10, 2012, 06:50:08 AM
Update time!
So a few more bosses have been done (Stalin/fixed Hitler/Sadam) though I will be packing up development on this for a few weeks (1-2 at this stage) to get Under the Ocean out of the way, I will be continuing development of this after - If you are feeling generous please do check the indieGoGo page ( http://www.indiegogo.com/RamBros-Indie-Game) there is a bit less than 2 days left, and every little bit helps!  

Aside from that talk in a few weeks and hopefully will be sending everyone who backed the project a  2-3 level demo pretty soon to throw some feedback at me!


195  Community / DevLogs / Re: Screenshot Saturday on: May 06, 2012, 05:27:20 PM
Cheers dudes - Yea I dont think I will be going near 3d any time soon - too much effort.
196  Community / DevLogs / Re: Screenshot Saturday on: May 05, 2012, 07:07:30 PM
Some Under the Ocean for this week:  

197  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: May 05, 2012, 03:34:27 AM
Hello, I have bought the silver version today, and while the purchase went through, there was no redirect from paypal to whatever site to register and get access to that fabled forum or the alpha/beta game version. PM and I can tell you when the thing went through and from what paypal account so that this can be fixed.

I am using google chrome if the fault lies in the browser that I am using.

Hey dude, you should receive a email pretty shortly, we have to do all the emails manually at the moment - we are still pre-alpha and should have the first alpha build hopefully around the 15th is the goal - but as usual we wont be releasing it until its reasonably playable so if we cant get it fun by then we will keep grinding, at the moment its still too tech demo-ish and not enough gameplay to show.

What email do you use, the paypal email? Because otherwise there is no email to send to, as the silver link send me to paypal, and then nothing, no redirect, no account creation after the purchase was made.

Yea its whatever email is tied to your paypal account - we just collect the paypal purchase emails.
198  Community / DevLogs / Re: Under the Ocean / Under the Garden 2 on: May 04, 2012, 04:24:24 PM
Hello, I have bought the silver version today, and while the purchase went through, there was no redirect from paypal to whatever site to register and get access to that fabled forum or the alpha/beta game version. PM and I can tell you when the thing went through and from what paypal account so that this can be fixed.

I am using google chrome if the fault lies in the browser that I am using.

Hey dude, you should receive a email pretty shortly, we have to do all the emails manually at the moment - we are still pre-alpha and should have the first alpha build hopefully around the 15th is the goal - but as usual we wont be releasing it until its reasonably playable so if we cant get it fun by then we will keep grinding, at the moment its still too tech demo-ish and not enough gameplay to show.
199  Community / DevLogs / Re: Dungeon Dashers - Multiplayer Co-op Dungeon Crawling on: May 04, 2012, 12:25:14 AM
This is looking really nice dude - I will keep an eye on this  Beer!
200  Community / DevLogs / Re: RamBros [Co-Op Platformer/Shooter] on: April 29, 2012, 11:21:58 PM
This game looks awesome, really really bald eagle ridingly cool! Coffee Beer! Coffee Beer! Coffee Beer! Coffee Beer! Coffee Beer! Coffee Coffee

Im going to quote that, awesome. So Stalin's boss fight is done, and I'm probably a few weeks away from having something publicly playable for all those who backed the project (for now...)  Everyone else I will drop a build a bit later in the form of a few level demo, but for now its backers first.  Probably will have the first ww2 level, the China level, USSR and Iraq and Africa in it.
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