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

April 03, 2024, 02:36:20 AM

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61  Community / DevLogs / Re: Night Lights on: October 16, 2016, 02:31:42 PM
Wow, this looks and sound really neat.
The game mechanic is cool and your art is complementing it well.
62  Community / DevLogs / Re: Dasher - Mobile platformer on: October 16, 2016, 02:28:20 PM
New version again !

What's new :
  • I've tweaked the Dash. The game should be easier now
  • I've done some optimization and I think the game is smoother now thanks to that (there's still work to be done though)
  • I've added the very start of an option menu (there is nothing in it yet)
  • I've tweaked the background, it dose now look a bit like mountains with paralax. I still need to tweak it on a level by level basis
  • When replaying a level, you will now see you're previous inputs, making it easier to work your speedrun routes
  • I've integrated Unity analytics, I'm not sure if it work properly yet.
    The idea is to collect data when players complete levels so I can see the difficulty curve
    (btw: this mean that if you try my game I'll get some data over the web)
  • I've tweaked some levels that I didn't liked

Next week
I'll continue to tweak levels and see if analytics works properly. Also I'll do a bit of UI to make death a bit more rewarding.
If I have the time and courage, I'll add a left handed mode in the settings menu.

Cheers !
63  Community / DevLogs / Re: Project Rain World on: October 14, 2016, 02:06:34 AM
I know this is a work in progress but ... isn't the "Wipe save" button a bit big ? given its label I guess it will be used by few players and you don't want to use it by mistake.
64  Community / DevLogs / Re: Project Rain World on: October 14, 2016, 01:44:33 AM
the game is Quite Large, and the only way for me to do a proper test is to "speed run" the game and take notes on performance issues, shader problems, wonkiness. I say "speed run" it in quotes because the fastest I, the person who made every room and region and know all the secrets and shortcuts, have been able to play to the win condition (skipping 3 regions!) is 8hrs. And that is ignoring all the narrative stuff and endgame content ofc.

And I was thinking testing my 10 minutes game was long ...
keep up the good work and don't go into burn out!

you seem to be devoted to deliver a good experience and that is both a blessing and a curse!

Good luck and courage !
65  Community / DevLogs / Re: occlusion on: October 14, 2016, 12:18:02 AM
being someone who work on a meatboyesque game myself I'de interested to try your game.
It does look really good from what you've shown :D
66  Community / DevLogs / Re: Project Rain World on: October 14, 2016, 12:07:31 AM
Icelandic Death Cat will be my band name once I'm done with this dang thing.

"This dang thing" is your current band?
67  Community / DevLogs / Re: Rope & Bombs [GameBoy] on: October 09, 2016, 03:12:16 PM
That's a really cool concept Smiley
68  Community / DevLogs / Re: Astro (Old:Just Defeat 1000 Starships) / Space shmup about dog on: October 09, 2016, 03:10:49 PM
The bosses looks cool.
Also, I like the new name Smiley
69  Community / DevLogs / Re: Dasher - Mobile platformer on: October 09, 2016, 03:07:33 PM
A new version is available

Update :

I've added a bunch more levels, putting the total number of levels to 30.
This should not move a lot in the future as I intend to focus more on improving the levels I have now. Also I'm out of idea for new ones without coding.

Should this game making it to release, this is the content witch would be free, I think. (Meaning I should make several times this number of levels).

I'll also do some more optimization, the game still does not run well on my phone.
Once this phase of polish is over, I plan to do a post in the playtest section to query more feedback.
Right now I'm not sure where I am on the difficulty scale. Also I need to sort the levels by complexity and difficulty.

70  Community / DevLogs / Re: Cute Turn Based Strategy [Playable, HTML5] on: October 04, 2016, 03:04:36 PM
The animations are fine to me.
I would need/ like a feedback on the enemy range of actions. it is difficult to now when you are putting yourself at risk and when you are safe.
71  Community / DevLogs / Re: Cute Turn Based Strategy [Playable, HTML5] on: October 04, 2016, 06:17:33 AM
I've finally won a mission, Im ust say I'm quite bad ^^.
The game is really fun and easy to understand.
I have one question. does damaged units do less damage ? (like in aw I think)
72  Community / DevLogs / Re: Dasher - Mobile platformer on: October 02, 2016, 01:42:55 PM
Nice execution of a simple concept Smiley
Thank you Smiley

There is a new version available, I don't use itch io anymore for the android version, I don't know why it was broken (I hope this time it'll work)

What's new:

  • A new stats screen at the end of the last level (it should feature more stats in the future)
  • Two new levels
  • A new background system

So, the background was the big part of my week. I tried to do something fancy yet simple.
My main inspiration is Alto's Adventures. Of course my implementation isn't as complexe but I really liked the paralax in that game.
I think what I've done is not ugly.
Also this provide me with some tools to do some variety at a cheap cost. (instead of mountains I could evoke some buildings or clouds etc ...)

However my bigest concern right now is the framerate of the game. Since I've added the background, I'm at 50fps on my OnePlus3 android phone. I wish it was 60. I need to improve that but I ran out of optimization ideas for now.

If you try the game on your phone, can you do the level 2-1 and tell me the number that is shown in the bottom of the result screen ? (spoiler it is the average framerate during the level)
73  Community / DevLogs / Re: Dasher - Mobile platformer on: September 26, 2016, 02:58:45 AM
Good !
Thanks

@koalefant :
I've split my project page into two (web and mobile) when you have time, could you try the mobile link and tell me if it works better
74  Community / DevLogs / Re: Turpedo - Aquatic Arcade Action on: September 26, 2016, 12:34:16 AM
Hum, interesting.
I'd expect a slower gamespeed though since those are submarine.
75  Community / DevLogs / Re: Dasher - Mobile platformer on: September 25, 2016, 11:05:29 PM
Weird, this seems to work fine on my phone :s
would be cool if someone else could tell me if they succeed or fail.
may I ask you what phone are you using ? (I don't think I can do anything but maybe ...)
76  Community / DevLogs / Re: Dasher - Mobile platformer on: September 25, 2016, 10:43:34 PM
welp:
here is a direct link for the apk
http://antonroy.fr/Dasher/Builds/Dasher_0_0_053/Dasher_0_00_053.apk

i've had this problem before where people couldn't download my game, I don't know what cause this. I've tested the links myself and it worked fine -.-
could you maybe give me a sypmtome of the problem ? where does it break ?
77  Community / DevLogs / Re: Unnamed - N++ meets Grappling Hook, now with 100% more Retro Futuristic Neon on: September 25, 2016, 02:54:33 PM
this game looks so interesting.
I realy like the hook / dash mechanic. and the visual are new and cool to me !
78  Community / DevLogs / Re: Semblance: playdough world puzzle platformer on: September 25, 2016, 01:52:19 PM
This looks really nice !
79  Community / DevLogs / Re: Dasher - Mobile platformer on: September 25, 2016, 12:30:50 PM
Update :
Few
It's been a while since I've posted here.
I'm not sure of the frequence I should update this thread.

Anyway I've done quite a bit of work :

  • The home screen now feature a level select screen.
  • I've added two new levels :




    • I have reworked the in game UI
    • I've made a custome shader / animation for the end node of the levels (Shader)
    • There's a new look for the death zones
    • The end of a level is less abrupt now (a small animation play before the end screen)

    A new version is available on itch.io

    If you test it on Android could you please give me a feedback on the framerate (does it look smooth)? I've got some problems with my phone.

    Next :
    • It's been more than a month that I've been working on non gameplay stuff. I should make more levels now
    • I should also start figuring out the colors I want for the game.
    • Maybe I should rework the UI to make translation easier (less words = less work)
80  Community / DevLogs / Re: Dasher - Mobile platformer on: September 04, 2016, 02:57:08 PM
Just tried the demo and its an interesting game, If you were to improve the the visuals (considerably) this would be really awesome. You could do alot with this. Good luck!

Thanks!
I'm aware that the game isn't pretty at the moment, this is the major complaint I get each time I show the game. I'll try to work on that next week or the week after. Truth be told, I'm not sure what I want my game to look like so it'll take time.


Update :

I've added a save system (not present on the web version).
A bit of technical blurb:
I decided to use FlatBuffer ( https://google.github.io/flatbuffers/index.html) to serialize my saves. It is an interesting piece of software and I wanted to see how to use it. I am far from mastering it and there are some magic code I don't fully understand yet. I expect some bugs, especially when I'll add new data in the saves.
I hope I'm not putting myself in a corner, especially since I can't test on ios yet.

Next will be some research on how I could improve my menus.

PS: I really should keep a list of all the bugs and all the idea I have for the game.
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