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Community / DevLogs / Re: Delver
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on: May 19, 2013, 04:27:45 AM
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Also, jumping just defeats the whole point of Delver, as odd as that sounds. A man capable of defeating magical beasts can't even jump.
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64
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Community / DevLogs / Re: Delver
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on: May 19, 2013, 04:20:10 AM
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http://www.intrrpt.com/delver/You can pick the game up here for $5. As for all the "should"'s and "I think"'s, its all opinion, I prefer my games one way, you prefer your games another way, and someone else preferres it different to that again. I personally have been thinking about it and would feel any classes at all would be over complicating the game, there's really no need for it. While some sort of character development would be good, I feel that should be added later on. Right now the focus should be the environment. Plus, jumping would be a grand feature to have. Oh, even the testers have to pay the 5 bucks? In that case, leave me out. And that's why I bought the game when it first came out/early on, and you should too. One day, when it's in the beta development stage, and costs about $10, you're going to regret not getting it for $5 when you had the chance.
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Community / DevLogs / Re: Delver
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on: May 18, 2013, 11:04:31 PM
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I just made a SPLIT-SCREEN Delver Let's Play. Ooh, innovative. :D
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66
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Community / DevLogs / Re: Delver
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on: May 17, 2013, 02:05:33 PM
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Also, here's the DL for the Dungeoneer .JAR I have. If Chad asks, I'll take this down, but I personally think it's an interesting insight into the progression of the game. For example, you couldn't look vertically. I know, we've come so far... *sniff* https://www.dropbox.com/s/gkrdd6es8lyspxd/dungeoneer.jarAlso, if you don't want to waste your space with some obscure prototype, then watch my gameplay video. I would appreciate the views, y'know... xD
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67
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Community / DevLogs / Re: Delver
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on: May 17, 2013, 01:52:22 PM
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Well here goes the Yogcast
Oh boy. First, it was Notch. Now, it's them. We're going to notice somewhat of a fluctuation in interest here, which is a good thing, I guess.
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68
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Community / DevLogs / Re: Delver
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on: May 12, 2013, 02:10:16 AM
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How!? Pushed out a new beta build today, spent the last few days combing through the rendering code and I believe I found the issue with the strange triangles after level load bug, the level chunk Meshes were being declared just a bit too large, which left odd data from the last mesh allocation in that area of memory that ended up being drawn. Hopefully this fixed version makes that issue go away, and I can make this build public.
Hey Chad, I have something that might interest you, and fans of Delver in general. Remember on your website, a while back, when you posted about your raycast dungeon crawler called Dungeoneer? Yeah, well I have the .JAR file for that game. I have some video footage of it too. www.youtube.com//watch?v=-V0f3zKXRggI hope this is useful. :D I don't actually know how I have it. xD
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69
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Community / DevLogs / Re: Delver
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on: May 11, 2013, 10:21:17 AM
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Pushed out a new beta build today, spent the last few days combing through the rendering code and I believe I found the issue with the strange triangles after level load bug, the level chunk Meshes were being declared just a bit too large, which left odd data from the last mesh allocation in that area of memory that ended up being drawn. Hopefully this fixed version makes that issue go away, and I can make this build public.
Hey Chad, I have something that might interest you, and fans of Delver in general. Remember on your website, a while back, when you posted about your raycast dungeon crawler called Dungeoneer? Yeah, well I have the .JAR file for that game. I have some video footage of it too. www.youtube.com//watch?v=-V0f3zKXRggI hope this is useful. :D
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71
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Developer / Playtesting / Re: 2x0ng: procedural puzzle combat roguelike, sequel to Xong
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on: May 02, 2013, 01:00:49 PM
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Thanks so much for your comments!  I'm glad you enjoy my little game. Perhaps a future version will have more squareball practice: http://blocky.io/2x0ng-towns.ogvYes, you can change the .PNG and .WAV and .OGG files to remix them, and share the remixes under Creative Commons licensing. (See the homepage for details.) Keep me posted about your vid! So, I just discovered this game today while scouring the forums, and I have to say, the graphics, while reminiscent to those featured in games on the Commodore 64, isn't what appealed to me. It was more so the dynamics of the square your character is endowed with. To me, that's what makes this game stand out so much. Just as a game like Minecraft has its blocks, 2x0ng has its square. I managed to perform some neat ricochet tricks while playing through 2x0ng today. Also, I noticed that all the sprites are openly visible in the .ZIP file, which could mean custom textures? Anyway, I love this game, and I'll definitely be following its development. I'm uploading a video tonight of my play-through. Keep up the great work.
Will do! It's nothing big, though, just a quick test. That frame-rate fix did wonders for the game! I'll probably make an actual let's play soon. I'm working on a Texture Pack and remixing some .OGGs right now. :D
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72
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Developer / Playtesting / Re: 2x0ng: procedural puzzle combat roguelike, sequel to Xong
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on: May 02, 2013, 12:46:39 PM
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So, I just discovered this game today while scouring the forums, and I have to say, the graphics, while reminiscent to those featured in games on the Commodore 64, isn't what appealed to me. It was more so the dynamics of the square your character is endowed with. To me, that's what makes this game stand out so much. Just as a game like Minecraft has its blocks, 2x0ng has its square. I managed to perform some neat ricochet tricks while playing through 2x0ng today. Also, I noticed that all the sprites are openly visible in the .ZIP file, which could mean custom textures? Anyway, I love this game, and I'll definitely be following its development. I'm uploading a video tonight of my play-through. Keep up the great work.
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74
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Community / DevLogs / Re: Delver
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on: April 28, 2013, 01:30:35 AM
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Hey everyone been working on a mod which adds a bunch of stuff to the game, including new weapons, new textures, a deep storyline and new enemies! It isn't finished yet, so if you download and play it, any feedback would be appreciated!Download -> https://www.dropbox.com/s/pfr3je0plelr74f/Space%20Delver.zip Dude, I just played through that mod, and it's amazing!  Thanks man! And once I can figure out how to use delvedit I'll add new rooms too! That would be awesome. I like what you're doing with this. Also, Chad, I tested the beta version of the new update, and it was good, but I got constant lag-spikes and the meshes were pretty messed-up. Other than that, I really liked the decals, and I couldn't find any bridges at all, but that might just be me.
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75
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Community / DevLogs / Re: Delver
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on: April 23, 2013, 09:11:06 AM
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I played a little bit last night, and managed to get stuck climbing out of water. It was such that I couldn't go back into the water, nor could I get up on the land.
Thanks, confirms a bug that someone else saw. On my bug list. Am i too late to join in on the beta testing?
Nope, I can add you to the list. Did you increase the time traps take to reset or is that just me not having played in a while and thinking they reset quicker before?
I did up the reset time, attempting to make traps less annoying. Hey Chad, I sent you a PM. Can't wait to see all the new features you've implemented. Keep it up. 
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76
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Community / DevLogs / Re: Delver
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on: April 21, 2013, 11:55:18 AM
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Hey everyone been working on a mod which adds a bunch of stuff to the game, including new weapons, new textures, a deep storyline and new enemies! It isn't finished yet, so if you download and play it, any feedback would be appreciated!Download -> https://www.dropbox.com/s/pfr3je0plelr74f/Space%20Delver.zip Dude, I just played through that mod, and it's amazing! 
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78
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Community / DevLogs / Re: Delver
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on: February 22, 2013, 08:19:37 AM
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It seems like this update will be the most substantial to Delver yet. I like how you've been developing the game over the course of almost a year. You haven't rushed it, so we can get used to the features you add, but I think you need to add more to the updates rather than just bug fixes. I've followed all the screenshots of the latest update, however, and you've added a shitload of content. I started in May last year, and I'm glad to have experienced this game! I thank Paulsoaresjr. He was the one who made a showcase of this game last year. 
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79
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Community / DevLogs / Re: Delver
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on: December 01, 2012, 12:03:47 PM
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Hey, Chad, now that you've hit the big 'alpha' stage, why don't you test out multiplayer? What about an infinite dungeons mode, where you can actually place torches around you? You can't break 16x16 tiles or entities, or place them, except torches. Torches could be used to mark shelters maybe? And maybe they'd burn out? And maybe wear-able skulls, which could turn you into a skeleton or something for a short period of time? I dunno.... O~O Also, could you make it so that when you make a DelvEdit world, it actually saves it as a save file? Right now it's very difficult to save DelvEdit maps then actually use them.
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80
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Community / DevLogs / Re: Delver
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on: November 20, 2012, 09:52:21 AM
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Okay, I don't know if this is intentional, but when I go on the 'Download Now' button, and enter my email, it comes up with the payment options again for some reason. Is this supposed to happen? It doesn't ask anywhere for my Humble Bundle email.
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