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

April 03, 2024, 03:05:31 AM

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101  Community / DevLogs / Re: Some DF-looking Minecrafty Thing on: September 02, 2012, 03:31:20 PM
Learning how to make shaders. Things are starting to get freaky.



It looks like moss. I really like it.

... unless that's the product of some horrific glitch
102  Community / DevLogs / Re: MiniFlake *Now Part of the IndieRoyale Getaway Bundle* on: September 02, 2012, 11:00:28 AM
Minusbaby's gonna be doing our music

I'LL TAKE TWENTY
103  Community / DevLogs / Re: Delver on: September 01, 2012, 05:36:05 PM
Whenever I fight bats, attacking them while looking straight ahead seems to work well.

As for the rare occasion an enemy will be on a lower plane than me, there's always vertical autoaim.

You haven't been playing enough.
104  Community / DevLogs / Re: Delver on: September 01, 2012, 10:32:07 AM
I can't really tell any difference between swords and daggers (apart from that daggers tend to do less damage),

Longer swords have longer reach.
105  Community / DevLogs / Re: Delver on: September 01, 2012, 08:07:25 AM
Quote
There's already poison.
There is?
Yeah what posin?!
Zombies and traps. I meant as opposed to burn damage. It doesn't make sense to have two statuses that do the same thing.
106  Community / DevLogs / Re: Anodyne - 2D Topdown Adventure, zelda/yume nikki influences on: September 01, 2012, 07:44:37 AM
picture of a tentacle

107  Community / DevLogs / Re: Soldier Of - 3D GBC-Styled Zelda-like - 8/15/12 Devlog Video on: September 01, 2012, 07:36:35 AM
My game has a sewers area

 Screamy

I love you
108  Community / DevLogs / Re: Delver on: September 01, 2012, 07:33:28 AM
I also think that the wands should have special effectt like how the storm wand can go through enemys!  The ice wand should freaz the enemy,, the missal wand should hone in on the enemy, and the fire wand should continue to burn the enemy.

This is actually a pretty solid idea. Maybe not for all of them, but it does seem weird that the Storm wand's just better in that respect than the others. I would make the Fire wand do AoE damage, though. There's already poison.
109  Community / DevLogs / Re: Delver on: August 24, 2012, 01:54:52 AM
so what has been added thanks

Read the thread and you'll find out.
110  Community / DevLogs / Re: Soldier Of - 3D GBC-Styled Zelda-like - 8/15/12 Devlog Video on: August 22, 2012, 09:07:07 PM
Yeah, it already does. I chose the buttons because the project started off being heavily inspired by the GBC Zelda games, and so that's what the buttons were supposed to evoke memories of. I guess I could change it to keys, though.

-----

As a sidenote, I now use actual sorting variables rather than just using the name like before, which is good.

Oh my god those were my favorite games for the game boy
111  Community / DevLogs / Re: Delver on: August 22, 2012, 12:36:13 PM
Minimap works fine over here. Also, it is wonderful. I love you for putting it in.

EDIT: Potions seem to have random effects. Like, two green potions I used within the last game had two different effects. One healed me and the other gave me poison. I might be wrong, but I'm pretty sure that's not supposed to happen.

Also. Are you supposed to be able to climb up single-block waterfalls? Because I can. And as far as I've seen, none of them have anything special behind them. Which is kind of a shame, because it would be cool if some of them did.

POST-EDIT EDIT: I've noticed that, when I'm playing on Linux, the light that the player normally gives off isn't there. Honestly, I like it a lot better that way. It may just be me, but I find that the glow that the player gives off is distracting and kind of ruins the experience. Just putting my two cents in there.

also christ almighty why do I keep screwing up the modify and quote-reply buttons
112  Community / DevLogs / Re: Soldier Of - 3D GBC-Styled Zelda-like - 8/15/12 Devlog Video on: August 22, 2012, 08:31:46 AM
(image)

I take it this game's going to support gamepad controls? What with the A and B buttons, it looks like it's being made for them.
113  Community / DevLogs / Re: Some DF-looking Minecrafty Thing on: August 20, 2012, 09:48:30 PM
Bumping to get this in my new-replies list, and to say that this project looks awesome. Really hoping to see more of it soon.
114  Community / DevLogs / Re: Delver on: August 20, 2012, 09:16:11 PM
I was testing the latest build at this time (08/20/2012)and i feel a little sluggish the access into the inventory and the map, i have to press 2 or 3 times the keys Hand Any Key to open them, i dunno if anyone had this issue.

I thought it was my keyboard being crap, but now that you mention it, I've been having the same problem today. Definitely experiencing this. The menu keys are really unresponsive all of a sudden. I've died a couple of times now because I was busy futzing around with them.

EDIT: I thought I should mention, the mesh rendering issues are completely gone when I play it on Windows 7. Also, the control issues are gone when I play on Linux.
115  Community / DevLogs / Re: Delver on: August 20, 2012, 10:06:38 AM
Now that I'm thinking about it, is there a sprite for the player? I mean, you wouldn't see it in-game, so is one there, or is he just invisible?

EDIT:

So this happened. Running the latest .jar on ubuntu, I saw this at the beginning of the level. I can't go through here, but whatever seems to be blocking me from going forward isn't rendering.

Also, I should note: crystal meshes /are/ rendering for me now.
116  Community / DevLogs / Re: Delver on: August 13, 2012, 06:13:58 AM
Decided to give it a whirl on Ubuntu Linux, seeing as I'm running it and I'm bored. I downloaded the stable build from the site; it's got some kinks, but it's working. The blue crystals don't show in game; I see the light, but not the source. Poison status seems glitched; I seemed to be getting it, but the hearts would never change color from red to green. I'd just lose them and not know why. Items are also funny; they're not showing their stats (damage, AC, charges), just their names. It's relatively minor bug, but it's there.

I'm really kind of new to using Ubuntu. I can post some specs and text dumps if you need, but you're going to have to be specific.
117  Community / DevLogs / Re: Delver on: August 13, 2012, 05:45:58 AM
nm. old java install...

there's gotta be a check you can do for that.

edit: err... I guess you'd use the exe....

edit2: Make the mouse-wheel cycle quick inventory.

edit3: crashes when I go to floor 2. doesn't load. can't be the java this time. will exe be better?
I'd just blame vista

The .exe is better, yes. It's the stable build, after all. I had the exact same problem.
118  Community / DevLogs / Re: Delver on: August 10, 2012, 05:07:58 PM
First of all. I love this game, and I love you for working on it. One suggestion, though: an aiming reticle. Just, like, a dot in the middle of the screen would be really useful. Maybe I'm just bad at shooting/aiming-type games, but I suck at aiming the staffs, and a big part of it is because I don't know where they're going to hit.

Also, is there any way to disarm the traps, or is the idea to just suck it up and push through them?

Yeah. I don't understand the hype over that thing. Just because you have a few well known people and a nice controller doesn't mean it's worth throwing your money at. How many Android games support a gamepad anyway?

I dunno man. I mean, how many Android /devices/ support a gamepad? Besides, it's the first thing of its kind; I really have to hope it'll be successful. It's off to a good enough start.
119  Community / DevLogs / Re: Delver on: August 09, 2012, 11:49:20 AM
(snip)

Just a rough WIP for experimenting with 3D architecture geometry. Trying to find modular, resuable pieces to decorate up the dungeon. I'm certainly up for suggestions. Smiley

I just creamed.

What about hieroglyphs? Or just made up glyphs. Stamp them on the walls, boom, ancient ruins.
120  Player / Games / Re: Ouya - New Game Console? on: August 07, 2012, 04:20:22 PM
Would be cure for the soul to have a console that only allows competent games. I would be the first on board. Most developers are incompetent when it comes to game-mechanics, they shouldn't make games. Bethesda is one of them.

What do you mean? I always thought Bethesda's games were pretty good.
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