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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 03:00:20 AM

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121  Community / DevLogs / Re: Abundant Music: Online Procedural Music Editor on: August 01, 2013, 08:45:14 AM
I may have missed something but I went to try this out today and I'm not seeing an Account tab. Or a Feedback one for that matter. I am seeing a locked off Compose tab though.
122  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - core set done, balance testing! on: July 31, 2013, 06:22:28 PM
Tonight was more playtesting and more lost game footage (it recorded at like 10 FPS). Caught a few oversights and am tweaking a few powers. Namely that the peppermint wizard has a greater spawn chance for his power, the barnacle wizard's power will now be level wide, the timer on the gold wizard's stun was reduced to half and the naked wizard's power disappears when he dies now.

EDIT: Oh and I missed one of the references when I was changing the timer for power orbs so it didn't actually change it the way I intended. It'll be fixed in Build 19 where it'll be based on how many players there are.

I'm also going to test out how losing only one power orb on death, rather than all of them, works out.
123  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - core set done, balance testing! on: July 31, 2013, 12:15:32 PM
Yes, there is. PM'd! Thanks. Smiley
124  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - core set done, balance testing! on: July 31, 2013, 11:14:01 AM
Okay, just pushed a new build and am trying to see which version of the fullscreen algorithm runs on what systems. Both of them run on one of our PCs but neither work on both.

Also started putting a windowed version out again for people that neither works for since I'm getting reports that neither works on certain systems, though hopefully that changes with this build.

Working on balancing the wizards, as well. Made the blood wizard spawn more orbs so as to be slightly more powerful and nerfed the invisi wizard's power by half since there were complaints during a testing session yesterday.

Also changed power orb spawns to be more frequent.

Lastly, I'm assessing the changes needed to be made to support the mimic wizard. It's going to take a while to get that one implemented, due to the way everything's structured but I'm hacking away at it slowly.
125  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - core set done, balance testing! on: July 31, 2013, 04:45:09 AM
Well, I was working on a new video but after an hour long playsession, we got no footage because apparently FFSplit doesn't like the new fullscreen setup. Going to try and get more footage later.

Also working on more wizards. Still more ideas that are being processed and thought up constantly.

And on Windows, there's an issue with the title showing up as a black screen that I'm trying to track down. I have an idea of what's causing it - I've had issues with the screen size I'm using to calculate fullscreen returning differently on different systems before - and, from playtesting, I think it's an Intel integrated card specific issue (I test on a computer with an Intel card generally and the way the code is set up is whatever works on there) but it's frustrating me quite a bit that this is happening all of the sudden when it used to work perfectly fine.
126  Community / DevLogs / Re: Project Rain World on: July 30, 2013, 02:24:30 PM
After debating it for a while, I read through the descriptions. Interesting! I'm looking forward to trying to take on groups of the yellow ones, in specific.
127  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - core set done, balance testing! on: July 30, 2013, 12:40:12 PM
@Conker: Yeah, I understand. In the future, it may change. But if it does, it is a long way down the road. Right now, I'm happy aiming for the niche I'm aiming for.

@AlphaMember: PM'd! Thanks for the offer to help!
128  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - core set done, balance testing! on: July 30, 2013, 10:21:51 AM
Well, the game's a bit of a love letter to the days when couch multiplayer was king. And being designed around that, I'm not sure how well online multiplayer would work compared to playing locally with a few friends.
129  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - wizard powers testing has started! on: July 30, 2013, 05:55:53 AM
The blood wizard now spawns orbs that orbit around him for a few seconds before shooting off in random directions.

This means every one of the core wizards' powers is implemented. New video and new build coming soon. :D

Also, I've thought it over some more. Here's what I think I'm going to do. It's a niche genre on PC, so I figure this is the best way to do it. I want a game that'll be enjoyed for a while.

Game - free with optional donation. Possibly a hard copy option with some exclusive content and other fun stuff. Supplemented with regular content updates.
On Ouya - since it'll be free, and I'm probably not going to take the time to make an integrated level editor, I'll probably update it regularly with my favorite community levels if the game ends up garnering a community that makes levels for it.

...but I'm not releasing the current edition to the public until lots and lots of balance testing has taken place. I'm always up for more testers since balance testing is going to take a while and the more opinions, the more I've got to go on. Smiley
130  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - wizard powers testing has started! on: July 29, 2013, 05:21:08 PM
The ocean wizard can now bring water up from the bottom of the level.



Only one left for now, the blood wizard, and then comes the insane balance testing. And maybe some more wizards in between.
131  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - wizard powers testing has started! on: July 29, 2013, 01:30:00 PM
Loving the variety.
Thanks! Hoping to have even more variety in the future.

--

The chaos wizard now inverts other players' controls and, as a side-effect, forces them to shoot backwards.

Also, as a side-note, I'm going to make a copycat/mimic wizard in the near future.

EDIT: The sun wizard now spawns a sun that orbits around him in an outward spiral until it goes offscreen.

EDIT2: The invisi-wizard can now turn others invisible. Watching the dust be kicked up by invisible people is cool.

Also, for testers running Windows, the axes on gamepads in alpha 16 are screwed up. It'll be fixed next build.
132  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - wizard powers testing has started! on: July 29, 2013, 10:47:03 AM
The fire pillar for the fire wizard is in. Functionally, it's pretty much the opposite of the lightning wizard, reaching up from where the wizard is rather than descending towards the wizard.

133  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - wizard powers testing has started! on: July 29, 2013, 05:56:20 AM
The mushroom wizard now spawns a killer mushroom.

Oh, and this marks 14/20.

134  Developer / Playtesting / Re: A question to those looking for feedback... on: July 29, 2013, 05:34:52 AM
I'd definitely be interested. I'll probably be balance testing my current game for an eternity so the more feedback the better. Grin

EDIT: Forgot to link my game - http://forums.tigsource.com/index.php?topic=33826.150
135  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - wizard powers testing has started! on: July 29, 2013, 04:22:30 AM
Not much to show for this one but the coffee wizard now goes at lightning speed when his power is activated.

EDIT: Another "not much to show" power but the dark wizard can temporarily make the level dark, forcing players to wander around without any clue of where they are.

EDIT: Yet another "not much to show" power. The love wizard can now temporarily deflect shots back at the players that shot them.
136  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - wizard powers testing has started! on: July 29, 2013, 03:07:44 AM
One of my testers, @BaconBoy95 made some fanart for the game based on the latest alpha.

137  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - wizard powers testing starts today! on: July 28, 2013, 08:52:22 AM
Okay, new alpha is up. Again, if anyone wants in, let me know.
138  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - working on each wizard's powers! on: July 28, 2013, 06:10:57 AM
Power orbs are in which means I am almost ready to push a build. Not sure in the slightest how to balance these just yet so at present, spawns take a random amount of time between 3 and 5 seconds.

I will probably end up doing a solution that changes the spawn rate based on how many players there are but I need an idea of how different rates affect play before I get working on that.

Going to implement the option to choose between gaining power from kills and gaining power from the orbs for the next build. For right now, I want to know how the flow of the game works with the orbs.



EDIT: If anyone wants in on the new alpha, leave me a message here.
139  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - working on each wizard's powers! on: July 27, 2013, 07:08:58 PM
Wow op
Yeah, I'll probably reduce the spawn chance to about 30%.
140  Community / DevLogs / Re: Local multiplayer wizard deathmatch game - working on each wizard's powers! on: July 27, 2013, 06:50:14 PM
The peppermint wizard can now summon killer candy canes that have a 50/50 chance of appearing on any tile on the current platform.

That makes 10/20. I'll get a build up tomorrow for testers.

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