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golemshaper
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« Reply #101 on: September 10, 2012, 06:25:55 AM » |
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Tried to create a creepy area with the vibe of Pokemon's Lavender Town... It has suicide bombing skeletons, lost children, and strange music... (and gets progressively more odd the further you get in to it) It also shows a bit of of the "Item World" in the game. Hope makes you feel unsettled!
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golemshaper
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« Reply #102 on: September 12, 2012, 06:31:55 AM » |
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I am experimenting with a new font for the games dialogue, as many people had suggested in the past. Old Font: New Font: I'm trying out a few others... but this one seemed to be a nice fit, and didn't get blurry when I changed the resolution on the game in full screen mode. What do you guys think?
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jmcmorris
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« Reply #103 on: September 12, 2012, 08:59:00 AM » |
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New font looks good. It does feel a little too close to the top but I am guessing that is required to fit 3 lines of text in there? I think just one more pixel between the text and the border could be nice.
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golemshaper
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« Reply #104 on: September 12, 2012, 05:24:28 PM » |
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That's a valid point, actually. I'll try it a few pixels bigger in the morning!
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Son of Bryce
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« Reply #105 on: September 12, 2012, 11:35:24 PM » |
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This looks great!
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golemshaper
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« Reply #106 on: September 20, 2012, 01:27:51 PM » |
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^ A video showing some things from the game, as well as an experimental font choice.
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golemshaper
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« Reply #107 on: September 27, 2012, 03:08:53 PM » |
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jmcmorris
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« Reply #108 on: September 27, 2012, 03:55:29 PM » |
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Congratulations! Well deserved. :D
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zede05
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« Reply #109 on: September 27, 2012, 07:21:44 PM » |
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Hey, congrats on reaching your goal on Kickstarter, the art looks really good.
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golemshaper
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« Reply #110 on: October 06, 2012, 07:17:20 PM » |
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Lots to report, not too much to actually show. The kick starter money finally cleared, so we're excited to move development along even quicker!
I reanimated Roy's walk cycle, and reprogrammed the collision engine, the text engine... and basically polished every aspect of the gameplay.
I've been happy with how it was for the longest time... but once I made one correction, I couldn't help but keep polishing it. Now it feels even tighter and I am starting to feel really really confident in letting people outside the few chosen to do demos and beta testing actually play it...
We're releasing a press demo for a few websites/bloggers who expressed interest in writing impressions for us, within the month. Shortly after I plan on making portions of it available to the public, (with the FULL demo available to backers from kickstarter)
Anyway, just letting you guys know it's alive! More content soon!
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DustyDrake
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« Reply #112 on: October 15, 2012, 04:16:33 PM » |
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I chuckled at the rumors of a batman game coming to mac in the background of your game coming to mac.
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golemshaper
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« Reply #113 on: October 21, 2012, 04:13:02 PM » |
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Okay, finished ironing most of the bugs in the Linux build... so things are pretty decent there. The next step is to get the game to run as well on the Ipad as it does on the computer/console version... We are going to offer a few control schemes, as we have yet to really find a perfect set of controls for the game... I'll be posting video of my favorite by next weekend. 11/9 is when the press demo is being sent out, with a public version shortly after. Also, we are still on track for releasing early next year on all platforms! I promise more media soon.
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BerringerD
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« Reply #114 on: October 21, 2012, 04:31:19 PM » |
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Game looks great! I really like the ideas and the art... but.... what will it look like on the ipad? there is no way to change the resolution of a game so it must look stretched and weird... aren't you concerned that will turn people off?
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golemshaper
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« Reply #115 on: October 21, 2012, 05:22:21 PM » |
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Game looks great! I really like the ideas and the art... but.... what will it look like on the ipad? there is no way to change the resolution of a game so it must look stretched and weird... aren't you concerned that will turn people off?
We were thinking about using a fake gameboy-like frame and having the game sit inside the screen, but are also trying out different options...
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BerringerD
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« Reply #116 on: October 21, 2012, 05:23:49 PM » |
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But how do you get the size of the game to change isn't that permanently fixed? don't you have to redraw all the graphics??
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golemshaper
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« Reply #117 on: October 21, 2012, 05:52:54 PM » |
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But how do you get the size of the game to change isn't that permanently fixed? don't you have to redraw all the graphics??
We want them to look gameboy, but It would have to be tiny, like a gameboy (hence the border). Also, changing graphic size and resolution isn't an issue in most game engines. What are you using that you've run in to this issue?
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« Last Edit: October 21, 2012, 05:58:39 PM by golemshaper »
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Aedion
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« Reply #118 on: October 21, 2012, 07:05:55 PM » |
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This looks very nice for pixel art, nice job.
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BerringerD
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« Reply #119 on: October 21, 2012, 07:13:20 PM » |
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I like the look of your game... but why did you make it 2D? you could have made anything and you went with a 2D game. I always wonder why people make what they want to make. Also, why go with the green color scheme?
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