Show Posts
|
|
Pages: 1 2 [3] 4 5 ... 12
|
|
42
|
Community / DevLogs / Re: Pharaohs Return
|
on: October 09, 2013, 02:21:30 AM
|
I had to browse through the whole thread to see if Pharaoh's Curse was mentioned as that game instantly came to my mind when I saw the first screens. Shhht, don't say that word.  In fact, the game is inspired by several other games and movies and if you are designing a game with ancient egypt content, you will encounter hieroglyphics, statues, chambers, etc. But it is a new thing, and not a successor of another game.
|
|
|
|
|
43
|
Developer / Playtesting / Re: Retroids - Asteroids Revival
|
on: October 08, 2013, 09:38:28 PM
|
cow@Lisa:~/temp/retroids$ ./retroids-launcher.sh ./retroids: 1: ./retroids: =: not found ./retroids: 1: ./retroids: =a��: not found ./retroids: 1: ./retroids: =a: not found ./retroids: 1: ./retroids: ELF: not found ./retroids: 2: ./retroids: Syntax error: ")" unexpected  (ubuntu 12.04 LTS)
|
|
|
|
|
44
|
Community / DevLogs / Re: Pharaohs Return
|
on: October 06, 2013, 09:45:07 PM
|
|
Thanks for the support!
@dukope: It is freezed frozen, but I will continue working on it in January.
@siskavard: Yes, the chances for a C64 version on a real cartridge are 75%. (And for a NES version 25%)
|
|
|
|
|
46
|
Developer / Art / Re: GIF's of games being worked on
|
on: September 23, 2013, 11:18:51 PM
|
 Wir sind die Roboter! My C64 sense is tingling… Yep, PC and C64. Not Pharaoh's Return is it? How is the BG not widepixel?
No Pharaohs Return, just a "small" warmup. The C64 can mix hires-pixel tiles with 2 colors and wide-pixel tiles with 4 colors in multicolor character mode.
|
|
|
|
|
49
|
Community / DevLogs / Re: A Kitty Story
|
on: June 24, 2013, 12:26:13 AM
|
Very nice pixels and animation, especially for the creatures. The only part that didn't fit in there is the boulder I think. Looking forward to see more! Is there something to listen to, yet? Voting for a little youtube teaser video! 
|
|
|
|
|
51
|
Developer / Playtesting / Re: Nanovoid
|
on: April 27, 2013, 02:15:47 AM
|
but i am no fan of the controls. Well... ok... I could include another optional control scheme. Hm, maybe... What kind of controls do you suggest? luftrausers-like? i had the feeling if i stopped holding alt they were released again? why not just capture and then keep? Oops, ok. That's a bug. mr_gant: any chance to test the new version, yet?
|
|
|
|
|
52
|
Developer / Playtesting / Re: Nanovoid
|
on: April 18, 2013, 11:31:20 PM
|
@mr_gant: Oops, big display! Feel free to test the BETA5, I think I have fixed the bug. Thanks for testing! @udderdude: Moo for the feedback. It's an interesting idea to put the explosions behind all other game objects. I will think about it, but I don't think it is really a problem. The colors: Each fleet has its own shots and explosions. So the ships of your own fleet have the same shot-colors, yup  For the difficulty: It's really hard to make the game easy without making it boring. I could include a support ship that drops some shield after 3 levels, but I don't know. Once you get the trick that you have attack from the side, it is not really that difficult. Hopefully. Ok, seems like I tamed openGL on Windows now. next up: Mac
|
|
|
|
|
53
|
Developer / Playtesting / Re: Nanovoid
|
on: April 18, 2013, 02:43:34 AM
|
|
Ok, here's the new BETA version of Nanovoid. I am using GLFW now, which should fix all the openGL problems. (Just in case anyone wants to test it)
|
|
|
|
|
54
|
Developer / Playtesting / Re: Nanovoid
|
on: March 24, 2013, 12:39:51 AM
|
only getting a black screen with a white dot in the bottom right corner
Ok, seems like Nanovoid still has problems with 64bit Windows. I will try to locate the problem. (Yes, it should start FULLSCREEN) Has anyone succeeded to run it correctly with 64bit windows?
|
|
|
|
|
55
|
Developer / Playtesting / Re: Nanovoid
|
on: March 19, 2013, 04:21:00 AM
|
|
The final BETA for Windows (and Linux) is available for download now
Any feedback is welcome!
Next up: Mac OS beta.
|
|
|
|
|
57
|
Developer / Playtesting / Re: Nanovoid
|
on: March 08, 2013, 04:24:36 AM
|
Finally, the Linux beta is finished It has been tested with Xubuntu 12.04 LTS and it's linked dynamicly. I don't know, is it better to use static linking for other distros? Any feedback is welcomed here. Oh, and I'm not sure how the capturing craft thing works. I seem to do it by accident sometimes. That could do with a bit of work I think. You have to collide with an enemy vessel and then press the "docking-button". (or guide your ship to the docking-marker, if you are using mouse control) New Windows beta with tons of fixes coming soon...
|
|
|
|
|
58
|
Community / DevLogs / Re: Pharaohs Return
|
on: February 26, 2013, 11:02:57 PM
|
@Franklins Ghost: That's too early to answer, but it will be a small game, so maybe 60 minutes @dukope: The music definitely has to be a SID song, that is one of the essentials in a C64 game. But Pharaohs Return's composer likes the sound of the teaser video, so I think there's a good chance that there will be dark parts in the music... Also, only one Pharaoh returns. But he's got some good old cronies... 
|
|
|
|
|
59
|
Community / DevLogs / Re: Pharaohs Return
|
on: February 25, 2013, 09:46:04 PM
|
 Sorry, here's the teaser... There're still a couple of bugs in there, and I know you... You will find them all and tell me about them, but not tell me anything about the gameplay. So I have to fix them first. Also, sound is important. But next up: demo
|
|
|
|
|