karlozalb
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« Reply #80 on: October 23, 2013, 01:02:04 PM » |
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And today... new enemies! Those are the last that we'll include in the first playable alpha A classic enemy: the shield enemy! And a spiderbot waking up: Hope you like it!
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karlozalb
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« Reply #81 on: October 24, 2013, 02:26:35 PM » |
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Hey, a new micro-update Our friends of Esoteric Software have made a second kickstarter for their amazing bone-animation program: Spine. Give it a try if you didn't yet, and please,consider supporting them because the new features are really cool: Free Form Deformation, Meshes, IK...(c'mon we need it desperately for development of Trashman !!!).And... We're on their new KickStarter video! http://www.kickstarter.com/projects/esotericsoftware/spine-features
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karlozalb
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« Reply #82 on: October 31, 2013, 02:05:31 AM » |
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Hey! We're still alive and working hard! This week we've been working on some enemies (space turrets and jelly enemies with a shield), particle effects, the HUD and some decorative elements. Here you have some plants sketches... ...and their final animated version: Lastly we want to show you the first video of The Intergalactic Trashman (from march 2013). It's an animations and physics early test. Hope you enjoy it
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karlozalb
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« Reply #83 on: November 10, 2013, 11:41:54 AM » |
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Hey! Sorry for the lack of updates, we're working hard on the last details of the first playable alpha. To sum up, this week... - ...We've completed the space turrets (or satellites). - ...We've included text windows (pop ups) the tutorial tips, mission objectives and clarifications about things that haven't been included in the game yet (crafting system for example). - ...We've added the connection between the "sandbox" and "special" space stages. This connection has been made using portals! Note: sandbox = exploration part ; special = a mini-arcade stage to complete an specific objective. - ...We've created the main menu (a provisional main menu of course, the final main menu is planned and It'll be more interesting than the actual main menu ) - ...We've solved bugs. - ...We've drunk liters of coffee. - ...We've (almost) done our new typography (aka font). (Provisional) Main menu! (the text (play,exit,options...) is hidden in this gif) Space (gatling) turrets:
The screenshot for the screenshot saturday.There is no ambient light on it, and an error on the color of the tiles...but wow look! the new shield enemy is there! and the little spiderbot too
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karlozalb
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« Reply #84 on: November 18, 2013, 09:33:48 AM » |
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The last #ScreenshotSaturday screenshot . Today, it's a great day, We're merging space and platforms at last!. We're not dead (yet). We're working day and night on this (yes, "just" for the release of the alpha 1, almost 30% of the whole game.) Cheers! Hey I forgot the new computers!
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« Last Edit: November 18, 2013, 10:00:26 AM by karlozalb »
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goob256
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« Reply #85 on: November 22, 2013, 10:47:03 PM » |
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Since it's on IndieDB will it be on Desura? :D
Looks cool and congrats on getting near Alpha 1. Nice milestone.
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karlozalb
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« Reply #86 on: November 24, 2013, 03:45:28 AM » |
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Since it's on IndieDB will it be on Desura? :D
Looks cool and congrats on getting near Alpha 1. Nice milestone.
Thank you Trentg! Yep, we want to be on Desura, Humble bundle store, Steam...I hope so! We're working now on the last (damn) details. Then, we'll do an internal and intensive testing and finally, we'll release the alpha to the public
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karlozalb
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« Reply #87 on: December 01, 2013, 12:42:50 PM » |
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karlozalb
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« Reply #88 on: December 17, 2013, 06:39:19 AM » |
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Yes, we're still alive Last week we released a "friend version" of the pre-alpha, in order to solve the max number of bugs for public release. We've solved a lot of little damn bugs, and now we want to add some features. Final tasks for this week: Translate everything to english (we've done all the texts in spanish for our families and friends), solve a couple of weird bugs, and add the gamepad support. Thank you for your interest and patience And... BTW, our Ludum Dare 28 game "Wilhelm's escape" (Trashman is hidden inside ) http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=28794
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« Last Edit: December 17, 2013, 07:12:33 AM by karlozalb »
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karlozalb
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« Reply #89 on: December 24, 2013, 02:26:11 AM » |
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Hey! Finally, the public pre-alpha will be released this Dec 26th And... The Intergalactic Trashman webpage!! Here you have a preview video: Really hope you like it Cheers!
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karlozalb
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« Reply #90 on: December 26, 2013, 03:12:34 PM » |
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PRE-ALPHA1 IS OUT!!Finally! Here you have The Intergalactic Trashman public pre-alpha 1! This is our first milestone, and it's just a "techdemo". Currently, the game lacks of many things, but we already have a lot of plans for the next milestone. Be aware of bugs/paranormal activities inside the game (and send it to us via forum or webpage contact form, please!) Give it a try and tell us what you think about the game in every aspect (gameplay, design, music, sound...) We need your feedback to improve! Thank you all for your support! IMPORTANT: Read README.txt for controls! and use 'E' (action key) to select the desired option in the menu and gameover. Download link: http://www.theintergalactictrashman.com Notes: - Windows version is a .exe file. The pack contains a jre version so, you don't need to install java if you don't want to. - All-platforms jar version needs java 7 installed on your computer.
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« Last Edit: December 28, 2013, 03:16:14 AM by karlozalb »
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karlozalb
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« Reply #91 on: December 31, 2013, 02:56:50 AM » |
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The Intergalactic Trashman Pre-Alpha 1 rev3 released!Changes: - Fixed: major bug that causes a crash when entering/exiting factories. - Fixed: music loop. Improvements: - Now, you can use ENTER to select the highlighted item in the menu (main menu, and game over) instead of E (default action button).
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karlozalb
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« Reply #92 on: January 17, 2014, 02:34:06 AM » |
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Hi! Here you are a new version of The Intergalactic Trashman :D We’ve fixed/included some stuff that you told us. These are the new fixes/features we’ve included: - Customizable controls.
- Gamepad.
- Weapons don’t limit the jumping height.
- Weapons don’t stop you jumping off walls.
- Weapons don’t stop you climbing stairs.
- Ship endurance increased.
- Mouse enabled on main menu.
- Melee enemies chase you when you’re in their line of sight.
REVIEW 4 LINK:P.S.: We’ve tested the game with a Xbox 360 gamepad and a Thrustmaster Dual trigger gamepad PS2/PC 3.2.
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karlozalb
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« Reply #93 on: February 10, 2014, 02:15:42 AM » |
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Hey! We're alive. There is an explanation about the lack of updates: we're working on the future crowdfunding campaign (artworks & a trailer that shows all the new and supercool features). That's the design/music work. About coding work, we're including some new features and improving the overall game to support even more features (like conversations, the main character's special habilities, and a lot of supersecret stuff ) Here you have an artwork, hope you like it! and thank you for your support and patience!
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Juan Raigada
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« Reply #94 on: February 10, 2014, 03:32:29 AM » |
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Hey! We're alive. There is an explanation about the lack of updates: we're working on the future crowdfunding campaign (artworks & a trailer that shows all the new and supercool features). That's the design/music work. About coding work, we're including some new features and improving the overall game to support even more features (like conversations, the main character's special habilities, and a lot of supersecret stuff ) Here you have an artwork, hope you like it! and thank you for your support and patience! Nice! When do you plan the crowdfunding???
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karlozalb
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« Reply #95 on: February 14, 2014, 02:13:49 AM » |
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Nice! When do you plan the crowdfunding??? We want to launch the campaign in April And now, a little gif showing the NEW MELEE ATTACK!!! You will be able to kick(sword) some asses :D Hope you like it!
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alex pang
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« Reply #96 on: February 14, 2014, 04:32:48 AM » |
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Following!
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Follow me on twitter @alexolsenpang
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karlozalb
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« Reply #97 on: April 02, 2014, 02:16:03 AM » |
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Following!
Thank you! Hi all! It's been a while since last update. We have two major updates: - We're working on our KickStarter campaign: we're making sketches, artworks, the trailer, talking about rewards, goals,... We hope we will launch the KickStarter campaign on one or two months but, you know, it's a lot of work if we want a successful campaign. - We're moving from Java/LibGDX to Unity: We almost have the first pre-alpha ported to Unity. Why Unity? Because we can export the game to more platforms, and the developing process tasks, such as adding assets, creating physics bodies, build planets,... are faster. Testing and adjusting parameters in Java/LibGDX is a slow task too (in comparison with Unity, of course). Another important reason is the level designing and building, we don't need an specific editor, just an Unity extension. While the designers are working in all the art stuff for KickStarter, the coders are adding new cool features (planet jumping, ropes, dash, new enemies, conversation system, ...). Here you have some of the new stuff: Mechanized enemy: Ghoyold (your co-worker): Your personal AI: Explosive spiderbot!: Hope you like it! Cheers!
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« Last Edit: April 07, 2014, 01:12:51 AM by karlozalb »
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qwurp
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« Reply #98 on: April 05, 2014, 11:58:06 AM » |
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Nice artwork and animation as always. I'm sure I will be backing it as soon as its up! Kickstarters are a stressful thing, best of luck!
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karlozalb
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« Reply #99 on: April 14, 2014, 01:09:06 AM » |
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Nice artwork and animation as always. I'm sure I will be backing it as soon as its up! Kickstarters are a stressful thing, best of luck!
Thank you for your support , we're totally scared about KickStarter . P.S: Main post updated with the last posts new info
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