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1411262 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

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21  Community / DevLogs / Re: Moctezuma - Inspired by Impressions games on: February 08, 2018, 02:06:46 PM
Looks pretty good! Can't wait for more news  Beg
22  Jobs / Offering Paid Work / Re: [Paid] Unity Programmer for Casual Mobile Game on: December 26, 2017, 09:49:56 AM
Hi Niteris,
Sorry that I never wrote back to you. As you already know my budget is small. So most proefessional programmers do not want to work with me anyway. Also I had some bumps and bruises along the way. Somehow I was amiss in answering your message. You seem like a nice and friendly person. That is not what I had in mind.


I was interested, but like I said, never got a reply.

I doubt you'll find anyone, professional or not, if you never bother to reply to emails from people interested in doing work you're offering.
23  Jobs / Offering Paid Work / Re: [Paid] Unity Programmer for Casual Mobile Game on: December 24, 2017, 10:52:57 AM
I don't want to sound negative here but $500 for a programmer is paying for like a week of work at most.

Not to be rude, just being honest, but no real point in answering this job advert. Dude sent me both private emails and a message here on tig, but when replied asking for more details on the job I never got a message back. Seems inactive as well, probably gave up.
24  Community / Townhall / Pingoal on: December 20, 2017, 03:53:14 PM
Just finished and released my first mobile game on Google Play, Pingoal!

Pingoal is a casual mobile game, it's sort of a hybrid between something like Color Switch and Pinball, the goal is to bounce the ball against obstacles into the next 'level' while avoiding getting the ball to hit the spikes or drop below the screen.

https://play.google.com/store/apps/details?id=com.LukaArambasic.Pingoal&hl=en

It's completely free to play, with ads of course. Try it out and give me some feedback!

25  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like (Tech Demo Available) on: December 04, 2017, 02:30:30 AM





26  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like (Tech Demo Available) on: December 04, 2017, 02:27:11 AM
Necroing my own thread because I've honestly forgot to update it. But the game is definitely still on-going!

Since the last post here, I've gone through a major overhaul, changing the physics, damage, health, etc, along with sprites for the player.

I'll let the screenshots below speak for themselves!





So the demo that was posted here a little over a year ago has it's size shown in the above photo as the black region, the current demo is the entire photo.

New look for the game as well:




New/current pause screen show on the left, in direct comparison with the old one shown on the right:
27  Jobs / Offering Paid Work / Re: [PAID] Trailer for Devader on: November 28, 2017, 08:12:37 PM
Message sent!
28  Jobs / Offering Paid Work / Re: $5-$10K Character Controller Script on: July 16, 2017, 07:58:48 PM
Are you still looking for a programmer?
29  Jobs / Offering Paid Work / Re: [PAID] LF Programmer to Prototype 2D Platformer on: January 07, 2017, 10:10:05 AM
Sent you an email!
30  Jobs / Offering Paid Work / Re: [PAID] Looking for (1x) programmer + (1x) artist | Cyberpunk Narrative Game on: October 23, 2016, 11:16:33 AM
Sent you an email!
31  Jobs / Portfolios / Re: concept / pixel artist ready for work!!! on: October 06, 2016, 04:17:33 PM
This thread obviously belongs in "Portfolios" and not in "Offering Paid Work", as you are marketing your portfolio and not offering any kind of paid work, learn to read.
32  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like (Tech Demo Available) on: October 06, 2016, 04:15:15 PM
We've been accepted to the Infogamer Reboot expo in Zagreb, Croatia!
33  Developer / Playtesting / Re: NiTL - Metroid-like (Tech Demo) on: September 29, 2016, 03:32:08 PM
I played with it some more and I'm actually going to give you the complete opposite opinion. I think the character should build up momentum for a split second before hitting full speed running. It looks like they just go full speed in the direction you hold and that was what felt a little off to me.

I made the character go full speed from start when running normally to make the controls tighter, it gives more precise and consistent movement control when you want to go forward a couple pixels when stand on an edge.

Another thing that would be nice is showing the controller mappings in the demo as some debug text maybe (and fixing what the items say they should be). I had to alt-tab back to this post to see the real controls :p

I think I discovered everything in my second play-through and it looks and feels super impressive. You really have the Metroid mechanics down!

I'll see about updating the item text and possibly adding in on-screen button maps, that's good info to know (double entendre intended).

Currently a bit busy doing some freelance work to save up funding for the game, so it'll have to wait a bit though Smiley
34  Developer / Playtesting / Re: NiTL - Metroid-like (Tech Demo) on: September 29, 2016, 09:05:33 AM
Looks like a lot of core mechanics are done and it feels pretty good. Cancelling a jump by releasing at different heights was nice. The jump/gravity felt a little heavy though. The jump height is good I just feel like the character should have a little more air time. The character also felt a little sluggish for a split second when starting to move in either direction. One thing I loved was the upside down animation when aiming downward in the air Smiley

These are just my opinions for how it should feel, hopefully they're useful!

Hey man, glad you liked it!

Are there any special circumstances under which the character felt a little sluggish when start to move? If you tried moving from a crouch, there's a built in delay before he starts moving since otherwise you wouldn't be able to turn when in a crouch. But if it's not that I'd love to know more!

The upside down animation was a placeholder but I swear more and more people keep saying they like it Well, hello there!
35  Developer / Playtesting / NiTL - Metroid-like (Tech Demo) on: September 25, 2016, 03:38:22 AM
Hello everyone!

NiTL is a pixel art Metroid-like I've been making in Unity 5.5, so far a lot of the mechanics are done (jumping, running, shooting, etc) and I'd love some feedback!


64-Bit Windows Build  |  32-Bit Windows Build  |  32-Bit Mac Build

The game is fully playable with a controller and/or keyboard.

Controls:            |  Keyboard    |   Controller
Movement            | Arrow Keys |  D-Pad / Left Joystick
Shoot                  |       X          |      X
Jump                   |      Z          |      A
Morph                 |    spacebar  |      B
Inject E-Tank        |       V         |      Y
Aim Up                |  Left shift    |  Left Bumper
Aim Down            |       C         |  Left Trigger
Equip Missiles      |        A         |  Right Bumper
Sprint                  |  Left Ctrl     |  Right Trigger
Pause                  |       P          |    Select

If you like the game and would like to support it, please donate  Gentleman
36  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like (Tech Demo Available) on: September 24, 2016, 07:06:10 AM
We've applied for a stall at the infogamer reboot expo! Hopefully we'll be presenting NiTL there!
37  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like (Tech Demo Available) on: September 23, 2016, 08:48:14 AM
New tech demo build is up and available!

List of updates:

    Performance
    - Player Collision optimized
    - Crawler AI optimized
    There are currently no bottlenecks, or things that could potentially cause lag.
    Various Bugs
    - Somersault SFX to have delayed play when somersaulting from a run
    Player Updated:
    - Missile and Beam Trails added
    - Missile and Bomb Explosion animations updated
    - Missile and Bomb damage increase
    - Beam upgrades increase damage (Base damage has not changed)
    - Morph Mode roll animation speed increased
    Enemies Updated
    - All enemies except the Hive Mine got a health reduction
    - Hive Mine health slightly increased
    - Runak horizontal jump speed increased
    Size of Auto-Map reduced

Many more!

38  Community / DevLogs / Re: NiTL - Pixel Art Metroid-like (Tech Demo Available) on: September 19, 2016, 07:37:56 AM
Big update coming soon!

Applying for a stall at the Reboot Infogamer Expo in Zagreb, Croatia, this week!
39  Jobs / Offering Paid Work / Re: >>> Looking for 3D Game Programmers<<< WILL PAY on: September 18, 2016, 06:34:11 PM
We are mainly looking for passionate individuals who want to help work for: Low prices i.e. 5 dollars an hour or less(>>WILL PAY MORE IF YOU ARE REALLY GOOD<<)

For 5 dollars an hour you're not going to find a babysitter, let alone a professional programmer.
40  Jobs / Portfolios / [AVAILABLE] Professional Freelance C# Programmer on: September 16, 2016, 04:30:38 PM
Hello everyone, my name is Luka Arambasic and I'm a full time freelance game programmer with two years of experience coding in C# for use in the Unity 5 engine.

I've previously worked on Clicker Guild for Fox Dawn (and previously Sekai Project), the client was extremely happy with my work (just a heads up because of the reviews, someone else worked on the saving), the issue has since been fixed. Aside from that I've also worked on a Unity port for Grave Prosperity: Redux that was retitled "City of Amber" but was cancelled after two months

I'm also working on my own project, NiTL, which is a 2D Metroid-like I'm making in Unity. All of the programming is done by myself and it's written completely in C#. There's a playable tech demo on the website already but I have a new version coming out soon with improved jumping mechanics.

I have excellent communication, work fast, and am currently available for immediate work.
If you have any questions about myself or my work, let me know.

If you would like a quote or have any questions about my work or me, please get in touch at [email protected] or send me a message here on tigsource.

Click my forum signature for a tech demo of my game, which I programmed by myself.
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