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21  Community / DevLogs / Re: Remnants of Naezith [Wishlistable on STEAM] on: March 12, 2017, 04:49:23 PM
*REPORT

I am skipping this semester(normally it was the final one) of University to spend my whole time on the game.

Summary of current situation:
Not much left on technical part. We have enough levels but they needs to be polished and decorated. Graphics for decoration are still lacking unfortunately.

The changelog.txt just got OVER 2000 LINES! See it fully here.




To-do list:
Trying to slay those lines...



22  Community / DevLogs / Re: Remnants of Naezith [NOW ON GREENLIGHT!] on: February 09, 2017, 07:50:17 AM
I followed this devlog from its early days, and I just have to say I'm so hyped about this game! The acceleration mixed with platforming mechanics are truly unique, the closest I can think of is the Tribes movement model. Keep it up!

I am glad that you like it! Smiley
We just published the Steam Store, you can now wishlist it!

23  Community / DevLogs / Re: Remnants of Naezith [NOW ON GREENLIGHT!] on: January 31, 2017, 03:41:39 AM
So I saw this on greenlight...before I went to vote I hopped off the computer to grab some coffee. 
When I came back it was greenlit! Congratulations dude!

Thank you so much!!
24  Community / DevLogs / Re: Remnants of Naezith [NOW ON GREENLIGHT!] on: January 29, 2017, 10:35:18 AM
Finally Smiley



25  Community / DevLogs / Re: Badass Hero - a roguelite platformer shooter set inside a comic book on: January 27, 2017, 02:39:04 AM
Everything looks so smooth! Graphics and gameplay, loved the effects.

Colors also feel very alive.
26  Community / DevLogs / Re: Remnants of Naezith [GREENLIGHT SOON!!] on: January 26, 2017, 10:53:21 AM
Improved the GIF:

27  Community / DevLogs / Re: Remnants of Naezith [GREENLIGHT SOON] on: January 26, 2017, 08:47:56 AM
Hey there!

I started preparing the Greenlight page. Trailer and screenshots are not ready yet but I am filling the rest. Tell me any advices or thoughts you have! I will publish it when it's complete, you can follow me on Twitter to be notified when it's on FINALLY on Greenlight! Smiley

Branding image: (old one is here: http://puu.sh/tBaUS/5d5cde27dd.gif)




Description:

28  Community / DevLogs / Re: NYKRA on: January 09, 2017, 04:10:06 PM
I implemented my whole stuff myself and it is very very dangerous I have to say. Like sometimes you think you coded everything fine, for example my handmade raycasting code, it looks absolutely fine. It works pretty nice for a while, until couple months later you notice a non-sense bug happening. It happened many many times to me and it gets more solid time but it's kinda bad to go back to that code because of the random bugs.

For the raycast example, one of the issue was like, this function takes a position and an angle. Lets say you put angle as 180 (which is DOWN in my code), so there is a laser object aiming down. It was working without an issue in any position. Then one day I put this laser to an edge of a wall, like it covers the whole wall. It was still looking okay, but after going down like ~3000 pixels, laser was ending. Why it would happen? I had no idea. I had a max limit for raycast but it was more than ~3k pixels. When I print out some beautiful numbers, it turns out that when I convert the angle 180 to unit vector, it is not being pure (0, 1), it is being (-0.000001, 1) or something. So that minimal error makes a 1px difference in long range and the ray hits to left wall.

I fixed it by adding some fixed values like if degree is 180, just use (0, 1) unit vector.

But this is like just one of them, this kind of stuff happens a lot. And it's even worse if you don't have some dedicated testers who knows technical stuff.

So now you know what kind of weirdness can happen. It is very dangerous and hard but writing stuff yourself gives you incredible flexibility. I am not sure if this is possible in a game engine but for example I can cast a ray from inside a wall and ignore couple walls without stopping.  

Also don't forget that my game does not have crazy physic objects or interactions. It all depends on your time and need I guess.

Your game looks pretty cool btw, I am looking forward to it!
29  Community / DevLogs / Re: Remnants of Naezith on: January 09, 2017, 03:56:33 PM
I listed some achievements to implement, I will code them soon and it will be very easy to integrate with Steam Achievements after Greenlight.

I wanted them to be solid and elegant. Not like "die 100 times" stuff. Also there are very basic stuff to make sure player experiences the game fully.

Achievements:
Customize your look
Watch a replay
Inspect a top-10 player
Improve your time

Jade Completion
Sand Completion
Metal Completion
Crystal Completion
All Chapters Completion

Jade Mastery
Sand Mastery
Metal Mastery
Crystal Mastery
All Chapters Mastery

Speedrun Jade
Speedrun Sand
Speedrun Metal
Speedrun Crystal
Speedrun All Chapters

Find a secret
Find all secrets

Play a Custom Level
Make a Custom Level
30  Community / DevLogs / Re: Remnants of Naezith on: December 21, 2016, 04:36:04 PM
Finally we have some epic decoration tiles! (I'm bad at making scenes)
Made by SiikiKala , check his stuff!

31  Community / DevLogs / Re: Remnants of Naezith on: December 07, 2016, 12:19:56 PM
I am adding Secret Level system these days. They will be unlocked when you collect a secret object and finish the level. Just like the bandages in Super Meat Boy.
32  Community / DevLogs / Re: Remnants of Naezith on: December 05, 2016, 03:05:01 PM
I just created the Steam Group!

Join us here! -> http://steamcommunity.com/groups/naezith
33  Community / DevLogs / Re: Remnants of Naezith on: November 22, 2016, 09:38:31 AM
decldev polished the website, it looks neat with the in-game elements. Smiley

http://naezith.com/

BTW:
University is pumping homeworks and projects non-stop, blocking me a lot. I am trying to finish them ASAP to have some time to work on the game. The task to do is still the levels, you can follow the progress here. I am aiming to have 20x4 = 80 decently polished levels.

https://docs.google.com/spreadsheets/d/1pQyBbVdXiS19i6WUUMBV09rhUArwjlAVQ3JNFf8NvdQ/edit?usp=sharing
34  Community / DevLogs / Re: Wishmere – 2D action beat'em up [Now released on Early Access] on: November 02, 2016, 07:16:24 AM
I just watched character trailers, I really loved the combo feel in this game! I didn't know animations can be cool when pixel art size is that small.

You should get two top-notch fighting game players and record some insane footage. I am waiting here.  Coffee
35  Community / DevLogs / Re: Remnants of Naezith on: November 02, 2016, 06:40:31 AM
This looks amazing! The dynamic lighting and the grappling mechanic look really well done. As per your influences, I can really see some Super Meat Boy in there (in a good way!).

Any idea when you'll be hitting Greenlight?

Hey there, I am happy that you liked it!

I want to make an epic trailer for Greenlight, for that I need well-decorated levels. Game lacks decoration assets at the moment. And levels need to be polished, then decorated. I also wait for the Storyboard to be done so I can use it in the trailer. There is a gaming event in Turkey in february, I am trying my best to make it real by then but I also have university stuff going on so I am not very sure if it's going to be ready.

My to-do list looks like this at the moment, from now to Greenlight:
36  Community / DevLogs / Re: Remnants of Naezith on: November 02, 2016, 04:35:52 AM
I lowered the target level count to 80 (20x4). And we finally have more than 80 levels!

Yet, not all of them are good enough so we made a spreadsheet to puke all the hate on.  Evil

Now it's time to remove bad ones, add good ones, polish "ok" ones until we have decent 80.

Currently we are focused only on the gameplay side. When it's done, next task is to divide them into chapters and then decorate them.

Here is the public spreadsheet if you want to follow what's going on.

37  Community / DevLogs / Re: Remnants of Naezith on: October 28, 2016, 12:20:34 PM
Couple days ago I made the Speedrun System's replay part. It is possible to watch any speedrun replay and it also shows the deaths and resets.

Just completed another amazing feature!

You remember about the Global Rankings page,



It is now possible to Inspect any player's Level Selection screen. In their Level Selection screen, you see ALL the stats, whole level tree, their dominance% in the levels.

Also you can watch any level's replay of the player you are inspecting, very easily.



38  Community / DevLogs / Re: Remnants of Naezith on: October 23, 2016, 01:28:48 PM
Level Selection menu now shows the selected level as background so you don't need to memorize all the levels by name.
39  Community / DevLogs / Re: Remnants of Naezith on: October 22, 2016, 04:18:56 AM
Improved the Ingame Speedrun System!

It now shows
  • Your best run's total time next to the current one
  • The time difference of individual levels
  • The total time difference between current timer and current level's best total-time.

I like that big one at bottom which shows the total time difference, so you know how good you are doing.

40  Community / DevLogs / Re: Remnants of Naezith on: October 15, 2016, 03:05:33 AM
Added In-game Speedrun System
Which lets you run the a single chapter or the whole game without any menus or interruptions. When the run is complete, there is a leaderboard of completion times.

Here is a screenshot about how it looks like at the moment(at left), but it is not final, it needs tons of testing and I will add couple more stuff to this system.

Note: There will be 25 levels in each chapter, not like 28 in the screenshot.

http://puu.sh/rJFJY/b93d4fd806.png

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