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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 11:18:36 AM

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21  Community / DevLogs / Re: Skylight - 3D first-person Doodle Jump, or something on: July 22, 2012, 06:33:48 PM
Sounds good, eagerly awaiting the next update!
22  Community / DevLogs / Re: Skylight - 3D first-person Doodle Jump, or something on: July 20, 2012, 08:57:25 PM
Just hearing those sounds killer! Really excited to play this version, I like little games like these they are gems to me! Especially anything made in Unity.

Models made in Blender?


And when you get to the black part, should you go even higher due to lack of gravity?
23  Community / DevLogs / Re: Skylight - 3D first-person Doodle Jump, or something on: July 20, 2012, 12:09:42 PM
Man that's awesome, thank you for sharing that script! C# more powerful? I've been using a bit of both but mainly JS since I knew more Java going in to Unity..

Curious on your plans for a new ( bigger ) project?
24  Community / DevLogs / Re: Skylight - 3D first-person Doodle Jump, or something on: July 19, 2012, 10:57:15 PM
I just started using Unity about two months ago, have made two games with it and find that looking at source files are just really fascinating! So yeah, curious to how you did the opening logo!

As for ideas for an ending, definitely try and put a jump meter and a timer and I think depending on your time finished maybe that's like a medal you earned? Just throwing out a random idea, but that way you play it over and over to get a cooler medal.

Are you using C# or JS?
25  Community / DevLogs / Re: Skylight [Unity] on: July 18, 2012, 10:06:46 PM
Can't begin to tell you I played that for 5 minutes straight before I died! Woo!

But I'm sure you know, the lighting gets messed up ( supposed to happen? ) and it gets really hard to see when the background goes black!!

Would love to see the source file to this though!
26  Community / DevLogs / Re: Skylight [Unity] on: July 18, 2012, 05:51:20 PM
I think this rocks personally! Really good job, needs a distance meter though!
27  Community / DevLogs / Re: Eldgame - a sandbox rpg on: June 25, 2012, 11:01:17 AM
This is killer, really looking forward to more updates!
28  Community / DevLogs / Re: Delver on: June 22, 2012, 01:05:19 PM
Minor request for in the options menu a volume slider?
29  Community / DevLogs / Re: Fluunix on: June 22, 2012, 01:01:05 PM
Well yeah show me more!
30  Community / DevLogs / Re: Replicus on: May 31, 2012, 05:24:37 PM
Looks very cool! can't wait to see gameplay
31  Community / DevLogs / Re: Stickimator (2d tool) on: May 29, 2012, 01:15:46 PM
Hm well stay with it for sure it seems like it could be really cool! I say sprites because I find that animating sprites has never had a standalone product for it. 2-d Bones, IK, are in other programs already.

32  Jobs / Collaborations / Re: Any artists looking for a programmer? on: May 16, 2012, 07:51:26 PM
Hey let me know if you want to collaborate, I have a bunch of ideas!
33  Community / DevLogs / Re: Stickimator (2d tool) on: May 16, 2012, 05:31:19 AM
This sounds really efficient! I would love to see more so I can ask more questions :D
34  Community / DevLogs / Re: Stickimator (2d tool) on: May 15, 2012, 06:53:32 PM
This sounds interesting...can it do anything with Sprites?
35  Community / DevLogs / Re: Delver on: May 08, 2012, 03:16:32 PM
I found it 10x easier to beat this new version than the one with only 5 levels. Maybe it was just how things were randomly spawned for me, I had an entire inventory of health potions, barely any enemies would gang up on me. Would prefer an Softcore/Hardcore switch?

- Achievements? ( I beat the new version without using the map)
- Pause button?

36  Community / DevLogs / Re: Delver on: May 03, 2012, 10:50:20 AM
Also how did you learn java? Certain book or tutorials? Would you ever consider making tutorials?
37  Community / DevLogs / Re: Delver on: May 03, 2012, 08:51:04 AM
Ever consider livestreaming your progress since you update things daily?
38  Community / DevLogs / Re: Delver on: April 29, 2012, 07:54:40 PM
Ah I prefer the 'I' key much more! My only other thing still though is, lets say I have a health potion and I press 4 to select it but I'm unsure if I want to use it or not but because I pressed 4 it already used it. Definitely should overhaul the GUI and or make it so you select the potion first by pressing whatever hotkey its on, and then like right click to use it or something.
39  Community / DevLogs / Re: Delver on: April 29, 2012, 06:46:32 PM
Hey so here are some of my thoughts...let me know what you think.

1. I think there should be two modes, Story mode where like in the first versions, linear dungeons where you get keys to unlock doors and what not, find the boss and kill him. And then Adventure mode where the dungeons are randomly generated and then the point is to survive, or whatever - no Storyline.

2. Why does the grass follow you?
3. The inventory should be brought up by pressing a button on the keyboard, then the mouse should be able to interact. The whole 'Z' thing gets kinda fuzzy, sometimes I accidentally
click exit Sad
4. I hate pressing the wrong keys when I am running away from an enemy and then I use up my potions by accident..something you can do to fix that perhaps?
5. How about an Armor bar, so like Minecraft, above your health you see how much Armor you have left.
6. I think you were experimenting with different textures, but I think just a GUI overhaul might be all it needs.

That's all I can think of, I really enjoy playing this game!
40  Community / DevLogs / Re: Delver on: April 15, 2012, 07:11:17 PM
I really like the GUI/Items with this new texture..But for terrain and stuff definitely revert to the original.
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