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TIGSource ForumsCommunityDevLogsFancy Skulls - On Steam!
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Christian
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« Reply #120 on: October 11, 2013, 05:50:48 PM »

So who else got this during NotOnSteam? It's so good. I'm exactly enjoying Fancy Skulls more than Tower of Gun, pretty crazy that this game is only alpha 0.2
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tequibo
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« Reply #121 on: October 21, 2013, 07:03:24 AM »




(it's not up on Humble Store yet, but availible on BMT Micro)

Changelog:

- added challenges and unlockable "starting builds"
- update check in menu, if new version is availible it will let you know
- options now available in main menu as well as in pause menu
- changed visual design for one enemy - skull
- added "champion" version for that enemy
- removed pickups for mana, mana now regenerates by walking
- resolution and keybindings can now be changed in game, since there is now way to show launcher on Linux
- fixed resolution setting incorectly in fullscreen on start on Linux
- added some trees
- added textures on walls and geometry
- added coin slot machine
- added charge bar for mortir
- eye names now displayed in shops
- death and win count in main menu
- save file to save progress
- few new layouts for secret and treasure rooms
- new icon
- some balance tweaks
- some optimization
- some new sounds
- bug fixes
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Christian
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« Reply #122 on: October 21, 2013, 07:36:57 AM »

Huh...I kind of liked the clean look of the walls and the red enemy trigger. Maybe it's because I'm so used to the previous look but the textured walls just look...off, at least in the video.

The challenges and builds seem cool and I like the gambling machine idea. I'll have more detailed feedback when I actually try the new stuff
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tequibo
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« Reply #123 on: October 21, 2013, 10:21:21 AM »

Uploaded demo version on Kongregate

« Last Edit: October 22, 2013, 02:59:53 PM by tequibo » Logged

tequibo
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« Reply #124 on: November 01, 2013, 02:18:22 PM »

Now game has forum!

It's powered by Discourse, the best forum engine there is. It may sound like exaggeration, but it's not. Those people really improved forums, founder is the same person who is responsible for stackowerflow, and you probably heard of this one. Anyway, they say it better.

I have tryed setting it up myself on Digital Ocean VPS, and almost did, except for mailing. Then just got disoursehisting.com trial since I spent a day on setting it up even with good instructions and special tools that make it simpler, and probably will end up paying for it, Because I like it. It would be cheaper to use VPS, but then I would have still set it up and then update, and this is just too complicated, and my time is better off spent on a game.

Anyway, [urlhttp://forum.fancyskulls.com/t/super-awesome-test-topic/11]test topic![/url]
Login with twitterfacebookgoogle! Or even with yahooooo.
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tequibo
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« Reply #125 on: November 02, 2013, 10:36:36 AM »


Let's freshen up this devlog, shall we?

Added after 0.3 update but not live yet:
- Spyglass now shows silhouettes instead of names
- Spyglass now allows eggs to be seen through obstacles
- Slowed down mana regeneration
- Added screenshake for shooting with cannon, SMG, shotgun, explosions and on taking damage
- Mines will get pushed back when shot from revolver on first shot, destroyed on second
- Antialiasing and vsync options
- Fixed problem with swithing eyes and mana amount
- Disabled game habit of taking screenshots every minute on levels 4-6
- Few more mods for weapons
- New item
- Fixed bug when ammo would not spawn if only one gun was found
- Fixed "cannonballs follow crosshair" mod behaving strangely
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tequibo
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« Reply #126 on: November 25, 2013, 11:55:43 AM »




Update 0.4 "Screenshake"

New enemies, balancing, visual improvements, better performance.

- screenshake effect added when firing some weapons, to explosions and when player gets hit
- added 6 enemy types
- added 2 items
- threasure chest will always contain weapon on a first floor, eye on a second
- shop in a exit rooms on first and second floors
- first floor is slightly easier than second
- some enemy projectiles can't be destroyed by shooting
- flames destroy any enemy projectile
- reworked room layouts
- room walls on a same floor have slight brighness/saturation variations
- few more weapon mods
- spyglass item now will work as soon as it's picked up and will show enemy silhouettes instead of names, which can be seen through obstacles
- mannie's mines are no longer explode from first revolver shot, but pushed away
- added keybinding for taking screenshots, which are stored in game's folder
- displaying slot number and max ammo by pressing tab for carried weapons
- vsync option
- optimizations
- balance
- bugs fixed
- some things tweaked
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tequibo
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« Reply #127 on: December 02, 2013, 09:13:19 AM »

Fancy Skulls at IndieGameStand pay what you want deal, 2-5 December
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tequibo
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« Reply #128 on: December 05, 2013, 08:30:05 AM »



Enemies and stuff now fracures procedurally at runtime instead of in blender. So, they shatter in they current pose.
Which means it looks cooler!

Thanks to this unity plugin
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tequibo
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« Reply #129 on: January 18, 2014, 07:09:01 AM »

There has been 3 updates since last post, latest was this week.
Most importantly - palette change, sounds, ambient music kind of, and I changed pathfinding to this one: http://arongranberg.com/astar/ which works faster and better maintained by developer that updates it.
Going to focus on balance and dynamics of a game.
Also there's been an indiegamestand daily deal.



« Last Edit: January 18, 2014, 09:51:11 AM by tequibo » Logged

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« Reply #130 on: March 25, 2014, 11:28:59 PM »

0.6.2 gameplay video
changelogs
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mickmaus
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« Reply #131 on: March 25, 2014, 11:38:01 PM »

This has a unique flair, I really like the spyglass item idea!
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tequibo
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« Reply #132 on: March 27, 2014, 09:08:47 PM »

Thanks!
Changed the way level generation works. And the way levels change. So now it will all happen in one scene, without using Application.LoadLevel
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Rat Casket
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« Reply #133 on: March 27, 2014, 10:06:57 PM »

I love this so much.
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tequibo
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« Reply #134 on: March 29, 2014, 03:43:47 AM »

Thanks!

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Greg Game Man
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« Reply #135 on: March 29, 2014, 03:33:30 PM »

damnnnn this is starting to look really amazing, loving the new colors and shattering
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tequibo
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« Reply #136 on: April 02, 2014, 01:48:50 AM »

Thanks, Greg!

Update 0.6.3

Additions

- 4 revolver mods
- mortar mod - shoot grenade in the air to strike enemies with multipe lightnings

Changes
- Fancy Skull item now restore to full health and kill all enemies and instead of teleporting player to a secret room
- buffed robert (rotating turrel)
- removed bonus time level completion mechanics for now
- changed the way levels generate and level transitions work
- changed mortar mod "fullly charge shots doesn't spend ammo" to "fully charged shot gives grenade back" to clear confusion when ammo saved by fishing hook
- changed robert debris so they won't be able to hide coins and pickups
- some design tweaks to laser box enemy
- added visual cue to lasers when they worm up and don't do damage
- laser enemy balancing
- removed keybindings for weapon slots 3 and 4

Fixes

- fixed tara's spheres not slowing down player if revolver is wielded
- fixed mortar mod adding more than max ammo
- fixed laser box enemy not doing any damage
- fixed some secret button positions
- fixed some items in shop being available for purchase eve if there's not enough coins on player after purchase of another item
- fixed typo in "quick"
- fixed some secret buttos hovering in the air
- fixed some pathfinding issues with ramps and rudolphs
- greedy eye now has correct icon

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tequibo
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« Reply #137 on: April 05, 2014, 02:05:15 PM »

I've made an album of screenhots and GIFs to show evolution of Fancy Skulls
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tequibo
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« Reply #138 on: April 07, 2014, 12:12:13 AM »

Fancy Skulls alpha lifetime sales, since August:
Normal sales: 316 copies $1 776.22
IGS daily deal: 1,043 copies $1,490.65
Total: $3 266.87
Revenue is in Gross, there are fees, commisions and VAT.
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tequibo
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« Reply #139 on: April 19, 2014, 12:46:52 PM »

new logo


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