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

April 03, 2024, 01:49:35 AM

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1  Community / DevLogs / Re: The Wanderer - similar to Zelda II, Simon's Quest, Faxanadu on: September 09, 2013, 11:48:00 PM
I've been waiting for another update on this Smiley Looking very good, man! Keep it up.
2  Community / DevLogs / Re: Witch Princess - Harvest Moon Inspired RPG on: September 07, 2013, 12:15:18 PM
I disagree with the snow needing a black outline. I think the lack of one makes them look a lot fluffier. Smiley
3  Community / DevLogs / Re: OKHLOS A very disgruntled group of people [Dev Blog] on: September 07, 2013, 12:14:07 PM
Those latest screenshots are looking really great. I have enjoyed my pixels, as requested.
4  Community / DevLogs / Re: Anodyne - Japanese version in 9/4, Android version out in fall on: September 03, 2013, 07:32:11 AM
Do you have any plans to add support for the dpad on the 360 controller? Having to assign movement keys to the analog stick just doesn't feel right for a game like this Sad
5  Community / DevLogs / Re: OKHLOS A very disgruntled group of people [Dev Blog] on: September 02, 2013, 09:10:05 AM
Everything's looking great, but for some reason the tiles are really standing out to me. That's some nice looking stone. u_u
6  Community / DevLogs / Re: OKHLOS A very disgruntled group of people [Dev Blog] on: July 24, 2013, 05:33:27 AM
Wow, this is one of the more impressive projects I've seen here. Amazing attention to detail and I think your dedication to research really shows. Very refined artstyle too, I'll definitely be following this from now on.

Prototype video didn't have any music; I'd LOVE to volunteer to be a part of this if you have any interest. <3 Though as far into development as you already seem to be, I'm sure you already have someone in mind Smiley
7  Community / DevLogs / Re: The Wanderer - similar to Zelda II, Simon's Quest, Faxanadu on: July 24, 2013, 05:28:56 AM
Damn, looking/sounding good! Appreciate the update!

Personally, I think the coins look a bit silly bouncing THAT high but it's otherwise a nice touch.
8  Community / DevLogs / Re: Thief Story on: June 26, 2013, 10:49:23 PM
That's some god damned adorable title screen, I'll tell you what.
9  Community / DevLogs / Re: The Wanderer - similar to Zelda II, Simon's Quest, Faxanadu on: June 26, 2013, 08:50:16 PM
I can dig it. Castlevania is my favorite NES game so I can definitely see myself enjoying this. A functional shield would be a really interesting gameplay element, and while watching the gameplay videos, the shield mechanic seems very unique given your intended influences. I kept thinking of how different playing through Castlevania would have been if you could block incoming attacks, which made me really want to try this!

I'm really interested in seeing how this "feels" to play. You mentioned you would have more control while in the air, so I'm really curious to actually feel that while playing. It looks sweet though, you seem to be making a really unique spin on one of my favorites Smiley Can't wait to try it!

I hope it's not too terribly long before a playable version Tongue If there's anything I can do to help out with the project as far as music and sound effects go, let me know.
10  Community / DevLogs / Re: Witch Princess - Harvest Moon Inspired RPG on: June 26, 2013, 08:33:34 PM
I can't wait to start testing/playing this Smiley
11  Community / DevLogs / Re: Delver on: June 26, 2013, 08:29:13 PM
I made some final fixes for the Android build and pushed it live, thanks for helping test everyone!

I was wondering if there is going to be any Moga controller support for Delver.

I have a Moga sitting on my coffee table right now, I'm working on some universal gamepad integration that should have it working with everything.

Oh god now I'm imagining playing Delver on my Tablet with my PS3 controller~~~~~~
12  Community / DevLogs / Re: Jack Move. A cyberpunk JRPG on: June 22, 2013, 11:36:49 AM
I would seriously love to do the music for this project, if you plan on having any at all. If you already have someone or don't plan on having music, that's fine, just offering a friendly hand of help to a neat project I'd like to be a part of Smiley
13  Community / DevLogs / Re: Witch Princess - Harvest Moon Inspired RPG on: June 15, 2013, 03:03:05 PM
Harvest Moon is one of my favorite series, so I'll definitely be watching this from now on. hmu if you're looking for music and I'll send you my portfolio.
14  Community / DevLogs / Re: Delver on: June 15, 2013, 02:59:17 PM
I too just beat it for the first time with the most recent build!

Starting to feel A LOT more balanced, for sure. Maybe a little too easy on the run I just did, but I could have gotten lucky. I found that on the way back, it's a little too easy to just sprint through and ignore enemies. One floor, I never ran into a single mob.

I would suggest adding some kind of "stonewall" type mob that blocks your path so that you can't progress without killing it, which would give the mobs you ignored enough time to catch up to you.

Definitely improving every build, keep it up Smiley

Still planning to add an overworld and class system?
15  Community / DevLogs / Re: Delver on: December 06, 2012, 11:06:19 PM
In regards to your move: I just moved over the weekend. Not exactly my idea of a good time, but it's always nice to get a fresh start in somewhere new. Hope everything goes smoothly for you.
16  Community / DevLogs / Re: Delver on: September 01, 2012, 09:59:09 PM
Less flippantly, aiming and moving at the same time is a pain on a touch screen.

I can vouch for that. I like having free-movement when I'm playing with WASD/Mouse, but it's a fairly awful experience, in any game, on a touch screen. Minecraft on iOS/Android was only tolerable because of its lack of enemies, so you had all the time in the world to stop what you're doing to adjust the camera. This can be very frustrating in combat, though.
17  Community / DevLogs / Re: SWØØØØRDS! [co-op action dungeon crawler] on: September 01, 2012, 09:54:00 PM


This one is definitely the most logical to me, and the logo is much cleaner than most of the others. And, as a minimalist myself, I prefer the menu coming straight-up. Game menus that introduce themselves with "press start" or in this case "press spacebar if you dare" is fairly redundant and just puts one more unnecessary sub-menu between you and the game. I see the nostalgia in it, but like I said, I'm a minimalist.

Actually, I think the logo/subtext on the on the last image, combined with the immediate menu of the quoted image would be a perfect choice for me, personally. But that's just my taste.

A more legible font might be worth considering, too.
18  Community / DevLogs / Re: Delver on: September 01, 2012, 10:53:12 AM
I think that a variety of bows(fire speed, range) and arrows(damage, element) could be interesting.
There already is. Bows, shortbows, and longbows.
19  Community / DevLogs / Re: Delver on: September 01, 2012, 06:39:24 AM
2. I'd like an option to completely turn off looking up and down. Aiming up and down doesn't really have a whole lot of purpose in the game, and it can get annoying trying to reorient myself if I try to turn quickly and I end up looking up or down while turning.

The enemies and environments are in a full 3D space, so enemies are often above or below you. Especially bats.
20  Community / DevLogs / Re: Delver on: August 31, 2012, 07:09:12 AM
I can definitely help with SFX and ambient noises.

I am running the most recent build from yesterday.
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