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1411367 Posts in 69352 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 06:00:47 AM

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1  Jobs / Offering Paid Work / Re: Looking for artist(s) for a 2d platformer/shooter on: April 12, 2012, 07:49:10 AM
Thanks.

Art is just placeholder now, I wanted to make something I can show first, before getting art. And Super Crate Box looks like a nice game but I think I want something a bit more detailed than that.
2  Jobs / Offering Paid Work / [filled] Looking for artist(s) for a 2d platformer/shooter on: April 09, 2012, 08:46:39 AM
The game is a single screen action platformer/shooter, fairly complete except the artwork, see a video of the current state here:

(placeholder art obviously).

Some additional info: 1280x720 resolution, character sprite is 64x64, will need the player, 3, 4 enemies and tilesets/backgrounds.

Thanks.

PS: this is another game that I made http://www.astroboid.com/p/astralia.html
3  Community / Townhall / Astralia released on Desura and Indievania on: October 25, 2011, 10:23:37 PM
My space shooter/RTS mix game Astralia has been out for a couple of weeks now on Desura and Indievania for $1.99, Desura also has a free demo so give it a try, if anything, it's original, or at least that's what I've been told Smiley.

It looks like this

and this:



I got decent reviews from a few press outfits covering indie games and the XBox version made Kotaku's favorite list on the dashboard. More stuff about the game, including links to reviews can be found here.


4  Developer / Playtesting / Re: Wrath: Appease or Die! v0.1.0 on: August 12, 2011, 05:55:26 AM
A single player campaign or at least having AI bots could really help I think and coding player AI is also kinda fun, you may learn new things about your own game.

As for the mechanics, it's the issue with people not reading instructions and that's a problem with all original/experimental games. A tutorial level with maybe a benevolent god explaining to the player how to deal with the other gods should fix that.

If I get to make the game all assets will be completely original of course and will try to have a single player experience from the beginning. I will probably keep the gods premise if I can't come up with a new story though.
The XBox has excellent multiplayer support so that's probably where I'll go first.
5  Developer / Playtesting / Re: Wrath: Appease or Die! v0.1.0 on: August 11, 2011, 06:11:01 PM
This is an awesome idea! Mechanics are easy to pick up and play and there's something about appeasing the gods, I think I want to play more, too bad I don't have anyone around for a multi-player session. Graphics are serviceable I think but I'm not a big fan of the big pixel style, that's all.

Would mind if I borrowed the idea? I think it's just too good. I'd like to make a PC/Xbox version and maybe a WP7 version, it will be a while until I can get started but I just had to ask...
6  Developer / Playtesting / Re: Astralia (top down shooter/RTS mix) on: August 11, 2011, 04:51:53 PM
Thanks a lot for the feedback, good stuff.

A bit more variety of enemies or missions, however, would help a great deal (I played about five and each one was "kill a cluster of about four Hives").
Ah, but level 6 is different Smiley, you get the first capital ship that you have to protect and that can build stuff for you. And so are the following levels, maybe I should add another level like that to the demo.

I found the resource management initially interesting, but ultimately a bit irritating. The problem was that I could always get more resources by using the free gun against the small ships and I could always safely heal/re-build drones by flying just out of range of my enemies. Thus, I can always recover by following a rather tedious, but safe, set of actions, which reminds me why people use the life system - so it doesn't break up the action. Not saying that you should abandon resources, but that they do need some attention.
Again, resource management gets more important in the later levels where you build things.

And I guess that's the "slow and safe" way of playing indeed and I can't really prevent it, maybe have the enemy be more aggressive so that will follow and attack so you can only take a short break. And I had to leave the free gun as a last resort if you run out of resources, maybe I should make weaker. How about a scoring system where you get penalized for stalling much? Or resources start draining away?

I also used to have the Hp recovery be much more expensive and slow so running away and waiting did not help as much but I got players complaining about the difficulty. Try playing on hard maybe, see how it feels. But good point, I think I will bring that back the slow/expensive Hp recovery.

The drone formations didn't seem to do much beyond the aesthetic, like in almost every game I've played with formations, but that may have just been my perception of it. If they were arranged to shield/fire to specific directions (front, left, right, rear) it might make a bit more difference which one you chose.
Yes and no, the game can be played an won without the formations but it does make a difference if you use them, especially with the enemies in the later levels, for example the claw formation with the drones firing rockets can a destroy big enemy in seconds.

I don't have a problem with auto-aim, but I often couldn't easily tell what I was attempting to fire at, so I wasn't always sure if I was wasting rockets against chaff. Perhaps some sort of target indicator over what you are aiming at (if not for the drones' fire) would be nice, so I could at least try to direct fire a little bit.

Small point is that drone-laser is on S but your main laser is on V, which are differently aligned. It would make more sense to have lasers on S and F (which are on the same level) and have main mines on V.
Good point.
7  Developer / Playtesting / Re: Astralia (top down shooter/RTS mix) on: August 08, 2011, 01:38:40 PM
No I mean everything looks a bit blurry

Try turning off the Bloom effect from the Options screen, should make things look sharper.
8  Developer / Playtesting / Re: Astralia (top down shooter/RTS mix) on: August 08, 2011, 07:44:06 AM
I'll be the critic here: those grpahics are a bit difficult to read.

By graphics you mean the icons on the screen sides?
9  Developer / Playtesting / Re: Astralia (top down shooter/RTS mix) on: August 07, 2011, 10:58:39 AM
I have a demo version if you want to play it, here's the download link http://www.astroboid.com/p/astralia-demo.html

I made the mistake of starting a new thread for the demo instead of posting to this one (and I can't delete it) ...
10  Developer / Playtesting / Astralia (top down shooter/RTS mix) Ready to Play! on: August 06, 2011, 08:53:39 AM
Oops, I created a new thread instead of updating the old one, sorry. Moderators, feel free to delete this one and I'll update the other...

I got the demo ready, download and play! The demo has the first 6 level of the game, if anyone finishes them just let me know, I can add a couple more...

So give it a try, I hope you'll like it. Please leave a comment, any feedback, especially on the gameplay and difficulty will be much appreciated.



Trailer and screenshot from last month, not much has changed visually...





11  Developer / Playtesting / Re: Astralia (top down shooter/RTS mix) on: July 31, 2011, 05:54:53 AM
Did you use any special shader(glow/bloom) or it's manually painted on the sprite?

It's combination of both, some sprites have a second transparent glow texture and there's also a full screen bloom filter.
12  Developer / Playtesting / Astralia (top down shooter/RTS mix) on: July 30, 2011, 08:49:16 AM
I got the demo ready, download and play! The demo has the first 6 level of the game, if anyone finishes them just let me know, I can add a couple more...



I've been working on this game for a while and I think that I got far enough to ask for feedback, it's a shooter with some RTS elements (resource gathering, multiple units).

I'll try to have a playable soon but for now please let me know what you think based on the screenshots and videos, thanks.








More hi-res screenshots and videos here http://www.astroboid.com/search/label/Astralia
13  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: April 13, 2011, 06:52:38 AM
Hi, after hours amateur dev here, doing Java by day and C#/XNA at night, have been working for a while on a game named Astralia.



I occasionaly post on my blog http://astroboid.blogspot.com
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