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1411125 Posts in 69302 Topics- by 58375 Members - Latest Member: Essential34Games

March 13, 2024, 10:32:06 AM

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21  Community / DevLogs / Re: Gwyn [DEMO] on: April 08, 2015, 08:52:42 PM
Sorry for the delay.

I was meaning that the the ground tiles for that under water part seem a bit too "smooth". They are indeed fine if you feel you like them to be that way.

Its just that I was thinking that if you were going for a more "natural" approach. That straight-lined surface you have now could probably stand to be broken up a little. Making the surface of the ground feel a bit more natural and jaggy.
22  Community / DevLogs / Re: Engine I work on in my spare time on: April 04, 2015, 10:57:56 PM
This is looking great!

Cant wait to see what sort of projects come from it! Hand Thumbs Up Left
23  Community / DevLogs / Re: Gwyn [DEMO] on: April 04, 2015, 10:55:10 PM
That water scene is looking pretty sweet!

But I cant help but feel that the texture of the ground tiles should be a bit more "rough".
24  Community / DevLogs / Re: Diggin' N' Buildin' on: March 27, 2015, 07:30:58 AM
Ah, I see! Well, heres a vid of Mr. Driller on the Sega Dreamcast




What platforms are you looking at? What language/tools are you using?
25  Community / DevLogs / Re: Diggin' N' Buildin' on: March 26, 2015, 06:44:46 PM
Solid so far! And dont sweat the drawing. "It all starts from something". But sweet pixel work!

A little inspiration from Mr. Driller?
26  Community / DevLogs / Re: Dark Dungeon random roquelike dungeon crawler on: March 26, 2015, 02:46:52 PM
Really loving what Im seeing here! Good work so far!

A few things I felt compelled to ask...

1- Will there be other forms of weapons available? Such as clubs, hammers, bows/crossbows, daggers and gauntlets(primarily armour for DEF. But could also boost empty handed attacks)?

2- In your "new weapons" video. I noticed that in one room when you picked up what looked to be a heavier claymore-like sword. The character was only holding it 1-handed. With a shield. Will there by any chance be a "change" to this? Where the player is forced to make crucial decisions on whether or not to lose their AGL or SPD. And an equipped shield. Along with its DEF stat boost. In favor of more ATK from any 2-handed/heavy weapon?

3- Will the player also be able to hold onto and be able to quickly switch weapons on the fly? Like say, I see an enemy that really looks like a complete pain in the 4-point. I can pelt it with arrows or bolts from a distance and close in when safe to do more damage with a melee attack.

4- And lastly. Will the player be able to learn and cast magic?
27  Community / DevLogs / Re: Son of Nor on: March 24, 2015, 05:34:20 PM
Thank you phyberboss!

Quote
Im a bit dismayed how there so little to no feedback from the community on this project.
Well, I love TIGSource and I like to lurk in other projects. But I think this community just likes 2D / retro / pixel games more than a game like ours. There are so many comments in project posts with superb 2D pixel graphics, even if they're just starting out and maybe never see the light of day. But anyway, we'll stay here and continue enjoying this community. Thanks for your comment though! Much appreciated.

We hope to be back with our next project soon.

Cheers!  Beer!

Mmmmm...

Not quite. As our own project itself is a retro-ish 2D game with dare I say, "stunning pixeled graphics". But, barely has 4 comments that aren’t my own>.>

So I cant really say whats the "secret formula" here Noir
28  Community / DevLogs / Re: HackyZack on: March 23, 2015, 03:22:13 PM
Pretty tight idea!

I liked the multiple sack skins you had. And thought at 1st they were "powerups". Till seeing the poke...sack>.>

But yeah. Maybe a few power ups that charges your sack up with different abilities depending on the puzzle/level? IE:
1-Rubber- Can cause the sack to bound even further and higher when kicked against anything
2-Fire- Can burn through wood & ice blocks. But power is lost once the sack hits a body of water
3-Heavy- If lobbed into the air. It can come down hard. Shaking the screen and damaging any blocks on the way down
4-Shock- Electrifies the sack. Could be used with mechanism that may need powering up to open doors or activate switches

But those were just a few ideas that jumped out at me! Still very nice! And I hope to see it completed!

BTW: Any plans for a very light roster of enemies? Or even bosses? Evil
29  Community / DevLogs / Re: Son of Nor on: March 22, 2015, 04:59:24 PM
Last diary entry eh?

Well, I say "Congratulations"!  Beer!

And good luck with your KS! The game looks sweet and Im a bit dismayed how there so little to no feedback from the community on this project. 3yrs is a good long bit of time to see such a major endeavour all the way through!
30  Community / DevLogs / Re: "Phyersoft" enters the fray with "BARRICADE"! on: March 19, 2015, 07:01:09 PM
A little "sneak peek" of more things to come as we work furiously to ready things for our planned open beta!





2 more levels ready to go!

Plus, a little pluggage for our graphics guy, "DM404!" Do swing by his awesome gallery and check him out! He deserves the praise and feedback!

http://www.pixeljoint.com/p/778.htm
31  Community / DevLogs / Re: Pop Puff and Away! - A puzzle game with lots of cupcakes on: March 15, 2015, 12:51:28 AM
Really slick design and look!

Good stuff so far! Keep it up!
32  Community / DevLogs / Re: "Phyersoft" enters the fray with "BARRICADE"! on: March 08, 2015, 09:48:23 PM
Shameful Plug Alert!
Please do check us out on our IndieDB page!

http://www.indiedb.com/games/barricade
33  Community / DevLogs / Re: Leilani's Island on: March 08, 2015, 05:41:32 PM
Will levels be "linear" like in most platformers? Or will you go the same method of the Mario games were there's a top-down map with points that are the levels that you can go to?

Personally Im more a fan of that approach as it could open up all sorts of ideas for secret areas, levels & bosses.
34  Community / DevLogs / Re: "Phyersoft" enters the fray with "BARRICADE"! on: March 06, 2015, 03:03:43 PM
Hmmm...


"Puzzle Mode" anybody? Well, hello there!
35  Community / DevLogs / Re: 5 Minute Dungeon - 2D Metroidvania [Alpha demo available] on: March 05, 2015, 03:12:03 PM
Interesting idea here!

So far the only quip I have is that I really like the 1st iteration of the HUD you had than the newer one where all those hearts are taking up space. I liked how much more compact the original version was.

Also. Why not have an enemy that IS an actual bat along with the flaming skull? You can never go too wrong with 2 types of flying enemies Wink

And that its a "metroidvania" styled game. Will there be any items that either add to current or grant new abilities? Like a pair of boots that give you a double-jump ability. Or a jump spin slash.

But just things that were on my mind. Other than that. Looks great!
36  Community / DevLogs / Re: "Phyersoft" enters the fray with "BARRICADE"! on: March 04, 2015, 11:49:25 PM
Ok gang! We got a newer update to share!

This time, "Using bombs to launch and push blocks!


This is a newer scoring tactic players can use to setup larger combos. It'll be tricky and take a lot of skill & precision. But should be worthwhile with the bonuses and multipliers!



As most have you may have seen from the vids posted. Steel blocks were the only things we had sliding and launching. But we thought "how cool it would be if the player could execute combos not just vertically. By dropping large blocks down. But horizontally as well"?! So we added in the ability to allow blocks that are not too damaged. To be pushed horizontally by a bomb's blast in the opposite direction!


Pretty much, the rectangular blocks wont have the power to inflict any physical damage on other blocks. Nor set off bombs. If anything. Pushing them could just be a tactic to move them where needed.


Only large blocks and steel blocks have the strength to directly damage anything in their path! However, damage only occurs if the block thats struck was the same color as the pushed block. This same rule applies when dropping these monsters on other blocks. A large block will either damage/destroy a block of the same color. Or change the color of the struck block to its own.


Large blocks will even set off bombs when slide into or dropped onto them!


And lastly. This illustrates how a launched steel block can cause damage or destroy a block.

Steel blocks are indestructible obstacles. That can be better used as "tools" to help remove blocks. They can be dropped, launched or slid into other blocks, stones or bombs. Also, it is only the steel blocks that can be launched.

When slid across the screen. Blocks will always fly over in the opposite direction of the blast that set them sliding. They will continue until stopped by another object. Or by the edge of the play area. Steel blocks will only launch up as high as 5 blocks its size. But can cause damage on the way back down or if dropped from a height of 4 blocks its size.

Well, thats it for now. The game is still coming along nicely. And there should be a bit more new features to show off soon! So till then. Stay tuned!
37  Community / DevLogs / Re: TREASURE STAR on: March 04, 2015, 04:53:29 PM
This is really looking great! Hand Thumbs Up Left

I was wondering. Is there cases where the little planetoids yuo run on can get shattered into smaller pieces?
like say from a boss or by the player in some way.

And if oxygen is a thing to worry over. How do you tell where any is? Maybe some planetoids could have a slight "haze" or something that indicates an atmosphere?
38  Community / DevLogs / Re: "Phyersoft" enters the fray with "BARRICADE"! on: February 25, 2015, 11:21:54 PM
Howdy y'all!

Posting to let you guys know things are still going full burst for us on the project!

I know its kinda hard to tell when Im so slow on the updates. Yeeeaah, Im a horrible poster-_-
Well, either way. I do have a small graphical effect update I can share for now!

For those that have been watching the gameplay vids. Im sure you all took notice to an odd effect with the large square blocks.

looked like this:

That my good fellows is the temporary sign we put in place to act as a visual aide for players. To know what blocks were close to being destroyed.

See, theres more robots planned than the red guy you've all seen. As stated in the description of the game. Each bot will have its own levels of SPEED and POWER. And the rectangular blocks. Along with the large square ones take a varying amount of hits before finally shattering. Despite having extra damage frames for the blocks indicating how close they are to going down. Players who might be more prone to getting too immersed into the game. May actually not pay subtle details like that any mind. If they are minding their charge meter and scanning the field for potential scoring chances.

So it was decided to add in another visual queue. That would be a bit more "noticeable". Thus the "shake" was born. But only as a placeholder till we came up with something better.

That day has finally come! And now we swapped it out for the more pleasing "pulsate" effect!



Now you all may now notice that not only the large blocks will pulsate when nearly destroyed. Even the medium rectangular ones will as well. And so far in play testing. It really does give a good idea at-a-glance. Which blocks are ripe for the breaking!

Now this was a pretty minor thing I admit. But its something nice we were all proud to share!

39  Jobs / Collaborations / Phyersoft Needs Another Coder on: February 23, 2015, 10:41:20 PM
Hey, hows everyone doing?

I posted this in another community. But I felt compelled to expand the net a bit more.

Currently we are once again seeking out a reliable 3rd programmer to help work on our engine, "Phuel". The job of the person in question would be to help maintain the code and help develop it alongside the other 2 current programmers.

A good bit of work and documentation is done already. Its just that because the 2 current coders are busy with our 1st game project. Time for them to work on the engine has become a bit sparse.

What we are looking for:
Applicant will be working alongside 2 other coders. But due to the fact that they are busy with our current game project. Another coder is needed to help fill in and keep development of the engine rolling forward.

We seek an applicant with at least 2+yrs exp in programming. Primarily with c++. A good understanding of OpenGL & SDL. A positive team-oriented attitude. And be able to invest at least 12hrs a week.

Unfortunately. This is an unpaying gig. But it is open to revenue sharing. Anyone interested can reach me on either...

Skype: phyerboss
Gmail: phyerboss at(you know the rest)

Thank you

40  Community / DevLogs / Re: Cathedral - (8 bit style Metroidvania game) on: February 22, 2015, 07:59:43 AM
Looking good!

The outside levels remind me alot of "Simon's Quest"! Will there be a day/night cycle?
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