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TIGSource ForumsCommunityDevLogsPath to the Sky
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Author Topic: Path to the Sky  (Read 37245 times)
DifferentName
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« Reply #160 on: January 30, 2016, 07:03:04 PM »

I just watched the trailer from page 1, and I love all the little tiny details put into this game to make it feel good. The sound effects fit well with the actions, and the everything feels like it has just the right amount of impact, without sending everything too far over the top with screen shake or whatever. It's just the right amount of dust and squish and flashing, and other things I'm sure I can feel without quite putting my finger on it.
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dek
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« Reply #161 on: January 31, 2016, 02:59:39 PM »

I just watched the trailer from page 1, and I love all the little tiny details put into this game to make it feel good. The sound effects fit well with the actions, and the everything feels like it has just the right amount of impact, without sending everything too far over the top with screen shake or whatever. It's just the right amount of dust and squish and flashing, and other things I'm sure I can feel without quite putting my finger on it.

Thank you. much appreciated.
Currently trying to improve the water a bit before the Early access release on 2nd feb. still not suuper happy with it, cant quite put my finger on it though.. i want some kind of white water line around anything thats in the water, like you see in cartoons etc.


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flipswitchx
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« Reply #162 on: January 31, 2016, 05:06:18 PM »

Lookin' smooth! I especially love the bridges and water. Background and setting reminds me of Gomez, beautiful Smiley
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dek
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« Reply #163 on: February 02, 2016, 11:36:58 AM »

Lookin' smooth! I especially love the bridges and water. Background and setting reminds me of Gomez, beautiful Smiley
Many thanks Smiley




Quote
v0.10 (576) Changelog

Additions
  • Added water physics, sound & effects
  • Added menu logos
  • Added credits screen
  • Added visuals for random spawning mobs

Changes
  • Reworked combat & movement sounds
  • Improved speech/dialogue sound
  • Improved menu sounds
  • Reworked instructions

Fixes
  • Shopkeeper now correctly sells keys
  • Fixed mac display bugs that happened on retina displays
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kanabeach
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« Reply #164 on: February 03, 2016, 10:57:25 AM »

Hello Dek,

I buy your game...he's fabulous.. Wink
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dek
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« Reply #165 on: February 07, 2016, 02:50:36 AM »

Jump shot active for extra crit

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dek
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« Reply #166 on: February 12, 2016, 07:35:42 AM »


v0.11 Is out! Get PTTS on steam: http://store.steampowered.com/app/370390
I've added a new form of consumable to the game: Books! They are a bit more rare than Potions. You can find them from enemies that carry shields, but you can also get them from other random loot sources. You can consume them just like you do with potions; they will have utility based effects, which are secret for now. Their names hint at the effects though - have fun finding them all out!


Additions
  • Books have been added
  • Added a new weapon
  • 40+ New unique room layouts were added 
  • Added visual effect when an item is consumed


Fixes
  • Fixed a problem where the flat skull shield would not work outside
  • Fixed missing music for boss in level 3
  • Fixed bug where submitting score right after being killed by a boss might have crashed the game
  • Proposed fix for controllers - changed to Xinput on windows
  • Proposed fix for a possible crash caused by particles in the outside zone
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hyperduck
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« Reply #167 on: February 12, 2016, 01:13:38 PM »

This looks and sounds (both musically and foley-wise) incredible, really great work.
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dek
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« Reply #168 on: February 17, 2016, 02:14:24 PM »

This looks and sounds (both musically and foley-wise) incredible, really great work.

Thank you!  Smiley


Inventory Progress!
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dek
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« Reply #169 on: February 19, 2016, 03:30:53 PM »


Added more whitespace, lleft aligned stuff and added a snappy little opening animation.
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dek
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« Reply #170 on: February 25, 2016, 09:42:06 AM »


v0.12a Is out! Get PTTS on steam: http://store.steampowered.com/app/370390
This week I'm adding a much requested feature to the game. People were sometimes having troubles seeing the items that they picked up for various reasons, or they want to read the lore texts again, or they want to find out more about the items effects.
You can now find additional info about your collected passive, active & consumable Items here. To open the Inventory, press ESC / TAB. Navigate to the settings / exit menu by pressing sideways keys, or navigate the items by pressing up and down on your keyboard / controller! The inventory mainly is for information purposes at the moment. All passives stack and cant be disabled, although I have planned this feature in the future.


Changes
  • Enemies on the outside flying islands will now not fly away too far from their original spawn position
  • Foliage will now not spawn on destroyable blocks anymore, to prevent accidentally exploding blocks
  • Dropholes in rooms are now properly climbable
  • Increased base running speed and running animation of akamo slightly
  • You can now navigate menus with both the shooting and movement direction keys


Fixes
  • Fixed "end of the world" water camera bug
  • Fixed a bug where scoreboard names would overlap the scores when too long
  • Fixed bug where submitting score right after being killed by a boss might have crashed the game
  • Fixed a bug where Gnarly stick would cause a crash in the last level
  • Fixed a bug where Feathercall would cause a crash in the last level
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dek
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« Reply #171 on: June 23, 2016, 08:29:30 AM »


The biggest addition for v0.20 is Farja, a new playable character. For more information on her, check out the video above!
Additionally, tons of things have changed in Path to the Sky. Since there was no changelog for 0.19, we'll be including all the changes right here.

General
  • Farja was added to the game, and with her, a character selection screen
  • Most enemy attack patterns have been reworked 
  • Enemies can now equip bows, staffs & shields
  • Several new enemies have been added to the game
  • An item-log has been added to the lower left of the UI
  • A target name, mod & level display has been added to the lower left of the UI
  • Several new monster mods have been added, mods can now combine properly
  • A slowmotion and zoom effect has been added to the death screen
  • Akamos vocal sounds have been completely reworked to fit the quality of Farjas vocals
  • Daily leaderboards have been added and are now the standard leaderboard mode
  • You can now traverse the leaderboards with the left/right/up/down buttons



Combat & movement
  • Stamina is a new resource, gained by attacking enemies
  • Casting spells, rolling, and blocking, will consume stamina points
  • The combat system has been fundamentally reworked
  • Wind-up and release timers have been added to all combat mechanics
  • Rolling has been added to the game (Shield + Move Key)
  • You will now stand still while shooting
  • Targeting is now guided and your shots can fly off the 45 degree grid
  • Dropping off of bridges and platforms can now be done by pressing the Down + Jump buttons at the same time
  • Staggering has been added to the combat mechanics, stopping an enemy attack or shield wind up (this can also happen to the player)

World & nature
  • A new transition screen has been implemented, showing the current islands silhouette
  • Islands are now generated by biomes, which will allow for more diverse levels
  • Rock, Ice and Bog biomes were added
  • Monster level, health and damage now scale with the island level
  • The game will now continue after the 6th level, and allow the player to play as long as they can survive
  • A new room type, the choice room, inhabited by the drowned sailor, has been added.
  • Room tokens, representing the rooms type, have been added
  • Item pools and item pool depletion were implemented
  • 23 new items have been added
  • Several items were reworked to complement the new combat style
  • Swords & shields will now not drop in the item room anymore
  • The shopkeeper and the item room are now fully sized rooms
  • The boss room now always drops a chest
  • Chests now all require keys to be opened
  • The shopkeeper will now sell cheaper stat items
  • Grass can now be destroyed by player and enemy projectiles
  • Equipment carried by the player as well as by enemies will be dropped on death and turn into visual props


Visual & sound changes
  • A new series of visual effects, based on distortions, have been added
  • Environmental props now have spatialized impact sounds
  • Entity shadows were changed to now be a round area behind the entities, as opposed to a line on the ground beyond them
  • The area around the rooms is now darker, to decrease visual confusion and increase the immersion feeling of traversing a big cave
  • Removed outline and lighting settings due to renderer changes and easier maintenance. Visual consistency was turning into a issue to big to ignore, so it will from now on be streamlined


Technical changes
  • You can now configure your controls in the settings menu
  • the separation of controller mode and keyboard mode has been removed
  • The OpenGL renderer was rewritten to use instanced rendering, reducing the drawcall amount by around 90%
  • The OpenGL renderer & GLSL compiler are now set to 3.3 core profile with compatibility mode
  • Settings are now stored in an XML file locally, as opposed to in the steam cloud (no-one uses the same settings across devices anyways)
  • A compressor and limiter have been applied to the master audio channel
  • Sound volumes were adjusted
  • I am delightfully surprised you read this far
  • The A* pathfinder was changed to now work on a grid equal to the game grid rather than a 2x as fine grid to help with enemy tunneling
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emcconnell
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« Reply #172 on: June 23, 2016, 10:00:11 AM »

Amazing sound design and music! Looks like fun, good luck on finishing!  Beer!
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dek
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« Reply #173 on: June 23, 2016, 11:29:29 AM »

Amazing sound design and music! Looks like fun, good luck on finishing!  Beer!

thanks! Smiley
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dek
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« Reply #174 on: June 24, 2016, 08:10:40 AM »


Swooop. new spawn particles.


Roll + Double shot (Akamo skill).
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dek
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« Reply #175 on: June 25, 2016, 02:02:57 AM »


Randomly generated island silhouettes.
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dek
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« Reply #176 on: June 26, 2016, 06:50:15 AM »



Stuff from Update #21!
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