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1411317 Posts in 69331 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 05:34:52 AM

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121  Community / DevLogs / Re: [strategy]Zombie Commander - lead the apocalypse ! on: March 17, 2018, 06:24:32 AM
Nice! At the moment I'm looking at it as a crossbreed of two other games I know: Plague Inc. and Zombie Night Terror.
Will there be a demo available some time?
122  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: March 16, 2018, 06:15:22 AM
Awesome! Looking forward to playing this! I'll download the demo! Cool audio in the YouTube clips. What are you planning for music? Smiley

Hey, thanks again! Smiley

Regarding soundfx I use 3D sound provided via OpenAL, so you can hear distance and direction of sound events including doppler shift. The sound system is done more or less, but the sounds (the sound files) are placeholders mostly. More on that later.

And now the not so good news for any of you who are composers: there will be no music at all in this game by design. The ambient sounds provide informations to the player, essential for survival. Music shall not interfere with these sounds. Blame it on Teleglitch. Wink
123  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: March 15, 2018, 07:58:10 AM
A quarter of a year has elapsed since the last demo. So it's time for a new one:

Download on itch.io
... and drop me some feedback Hand Fork Left Hand Knife Right

Specially made for the occasion: an actual gameplay compilation ...




124  Community / DevLogs / Re: Xenosis - A top down 2D story driven retro sci fi shooter (Fig Campaign) on: March 13, 2018, 11:48:16 AM
Good to hear that you continued working on this! Smiley
I played the demo last year and really enjoyed the atmosphere!
I remember that I didn't get clear about the flashlight. It didn't reveal anything. At least that was my guess. But in the latest trailer there is showing up a totally dark area (well, with a glowing monster ...) where you depend on your flashlight.  Hand Thumbs Up Right
Good luck!

125  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: March 13, 2018, 01:53:21 AM
After completing a level the following screen shows up:



You can see, what kinds of opponents have been killed and how many of them. But the player is only one thread for those vessels. Many of them have been swallowed up by the void or have been ripped by explosions or other hazards.

Your knowledge about areas, enemies, items and blueprints is growing. Every time you encounter something new (and survive it), an associated database entry is unlocked.

You can browse your knowledge. Known enemies are presented via some background action. You can see them flying around and attacking asteroids for example:



Your knowledge about items and blueprints is presented like this:


126  Community / DevLogs / Re: ⚔️ First Floor of Giant Demon Tower [Action-adventure RPG] ☠️ on: March 02, 2018, 04:24:06 AM
Perhaps you could split up the stairs into single steps? Each step would become a separate object.
There would be no slope at all. While changing the x value, the y value would perform discrete little jumps from object to object. And you could create steps with different width and assemble them into different looking stairs.
Hope this is kinda helpful!
Good luck! Smiley
127  Community / DevLogs / Re: Trading Tycoon [Working title] on: February 25, 2018, 07:37:01 AM
I'm curious where this leads to! Smiley

... and some suggestions to play around:
- Stardust Tycoon
- Trades In Space
128  Community / DevLogs / Re: DUSTER - Steampunk Western about revenge and gold on: February 25, 2018, 03:05:20 AM
I played the demo and had a lot of fun already:
- gathering sticks (useful)
- looting boxes
- panning for ore
- making fire all by myself
- refilling my water
- slaying & looting bandits
- spending my money for the doctor
- finding a dead rat slayed by a big robot (yummy)
- entering a cave, too dark to see anything
...

I used my keyboard, not a gamepad. Perhaps you could allow any keypress in the starting screen, not only C.
And when you start talking to someone by pressing C, then this keystroke commonly confirms already the default dialog button.

Having contact with a cactus or campfire - which happens - costs you 1 HP (out of 10). This is staggering. Perhaps you could use two layered cards? The lower one for groups of ten. Thus you had 100 HPs and smaller amounts of damage.

And I welcome the map, which is introduced with the latest posting. Smiley

Good luck! Toast Left
129  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: February 21, 2018, 01:32:18 AM
I worked on the Game Loop.
This stuff shows up in the menus commonly, permitting me to show some pictures.

Here we have the main menu, which hasn't changed a lot.
(There is a little element beside the exit button, which is only visibel in dev's version.)



Next there is a menu, where you can choose your starting level after clicking "New Game" in the main menu.
You can see every level you have completed so far by name; in this game "Containers", "Mining" and "Terraforming". But not all of them are declared starting levels. Further you can see the prescribed positions of higher starting levels, which are "locked" so far.
I hope this is readable ...



And finally the options. Has nothing to do with the game loop, but I had to adapt the design.



The debriefing section is missing. I'm not quite sure about it.
130  Community / DevLogs / Re: Sons of Sol on: February 13, 2018, 01:38:34 PM
We believe in the game mechanics and want to get them out to the world.

Nice to hear that you are still working on this!  Toast Right
131  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: February 13, 2018, 01:53:37 AM
Recently I thought a lot about items, weapons, crafting and so on.

Here is a current list of items:

a) Repairing
  • Oil drum
    repairs 5% of your damage
  • Spare parts
    repairs 25% of your damage; but also ingedient of many crafting recipes

b) Concrete parts of hardware
  • Motor
  • Rail
  • Empty barrel
  • Hollow shaft
  • Thruster
  • Plasmatron
  • Probe
  • AI unit

c) Raw material for ammo mainly
  • Chisels
  • Saw blades
  • Drill bits
  • Rods
  • Plasma cell
  • ANFO (explosive)

And now some example recipes for simple weapons & ammo in the first levels:

Chisel gun = Motor + Spare parts
Chisel ammo = Chisels

Chisel mg = Chisel gun + Empty barrel + Spare parts

Saw gun = Motor + Rail + Spare parts
Saw ammo = Saw blades

Especially the saw gun is a beginners weapon. It keeps all the small and fast enemies at arm's length until you learn to outmaneuver them:




132  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: January 26, 2018, 02:47:16 AM
There will be 10 or more levels overall. The first 3 levels are about mining, refining and terraforming. There are refineries and huge diggers, and the robots make use of chisels, saws, drills, and they move stuff around.
In the levels 4 to 6 the robots will try to build outposts, of which more later.

Currently I'm working on level 3. There will be a new and dangerous opponent. Indeed he is already known as the annoying mover from level 1, but he does something new, which is actually intended for terraforming:

133  Community / DevLogs / Re: Radio General - the most realistic WW2 RTS ever (hopefully) on: January 21, 2018, 11:48:39 PM
Ok, this is in an early stage, but I think, it's a really cool concept, even without those optional features! Smiley
134  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: January 17, 2018, 12:56:47 PM
Hey, I'm not sure of a whole range of things and appreciate your feedback. Thanks!
I don't want you to part with your last breakfast, so I will reduce the shake distinctly.
In fact I did it already. Smiley
135  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: January 17, 2018, 02:32:43 AM
I reworked the shaping of light.

The short video shows some examples:
  • the carrier's spotlights, jittering a little
  • some searchlights, which focus upon the player and follow him
  • muzzle flash




136  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: January 12, 2018, 01:58:07 AM
First of all thanks for your try!

Too bad. I suppose this is a driver issue, but I don't know for sure. At least nobody told me of this issue before, and I know that my graphics framework has been running on many systems.
There seem to be rumors about a "dialog" between Microsoft and Intel regarding issues related to older graphics hardware and newer Windows versions -- Perhaps there are already better drivers available, or it's just a matter of time.

I know, playing a demo is always like taking a hurdle. Wink But perhaps someone else will try out and tell something.
In any case I will experiment with more brightness.
137  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: January 11, 2018, 01:17:53 AM
What you say makes sense. But I think this is going academic ... Since you are already spending your time in dealing with my project -- Grin -- I have to ask: Is your PC/laptop running Windows? Could you give the demo a try sometime?
I guess it would be helpful and revealing to gain knowledge of your real in-game experience, particulary regarding this visibility issue.
Thanks for your time anyway!
138  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: January 10, 2018, 12:42:27 AM
Ok, apparently one is caught up in one's habits. When you spoke of a "sunny room" I simply thought of my usual diffuse winterly daylight, and not really of the sun. Sorry for misunderstanding.
When it really happens that the bare sun is shining through the window, I'm also unable to see most of the screen.
Then, in order to watch a movie or to play a game, I have to let down the shutters partially. In summertime these are normal conditions to me.

Yeah, therefore I have to admit, that my game requires a partially dimmed environment; dimmed by hand or dimmed by nature. It is more or less intended for this kind of environment, and some elements are just fitted to it including the edge's halo. But I don't want to exclude any further adjusting.
139  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: January 09, 2018, 12:56:51 AM
Hmm ... when I first saw the image I thought you were kidding because I couldn't see anything from the halo effect.  Then later, I saw a slight version of it.  The difference was that the first time it was sunny in the room and everything was bright.  Later, at night the screen was more visible, but I'd say that the effect could use more brightness.  The space rocks were visible in both situations.  Something nearly bright could work.

Thanks for your feedback!
You are right. I thought about it, and I guess the real problem is the GIF here. I shouldn't have posted it as an argument or proof, because it does a bad job, sorry.
Shrug
Viewing the GIF is like being in a bright room and looking out of the window into the starry sky: the GIF is dark but the remaining screen is bright, and so the contrast obstructs your view. In-game everything is fine (to me) because the hole screen is dark or even black. I mean it's like being outside in the dark and watching the stars.

So, hopefully I don't appear as obstinate, but I suppose everybody is able to see the edge in-game.

140  Community / DevLogs / Re: Savage Vessels - Teleglitch-like Space Shooter [Demo] on: January 03, 2018, 12:58:32 AM
On re-entering the cycle of the year I wanted a more atmospheric title screen, so I glued together some asteroid debris ...


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