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1361981 Posts in 63512 Topics- by 55392 Members - Latest Member: SeanWallaceArt

June 25, 2019, 02:49:16 AM

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TIGSource ForumsCommunityDevLogsSmith and Winston - Twin Stick Voxel Shooter
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Author Topic: Smith and Winston - Twin Stick Voxel Shooter  (Read 21323 times)
Seaport
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« Reply #160 on: October 25, 2018, 11:11:40 AM »

Some more gifs and pics of in-game action, we're really happy with the progress so far






Here's a stress test with our first boss







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Seaport
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« Reply #161 on: December 09, 2018, 09:20:41 AM »

With our release on steam in the near(ish) future we've started adding steam achievments heres a sneak peak of some of the artwork

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Schrompf
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Currently off any meaningful development


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« Reply #162 on: December 09, 2018, 11:37:31 PM »

(yeah)
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Let's Splatter it and then see if it still moves.
Seaport
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« Reply #163 on: December 10, 2018, 03:12:14 PM »

hey thanks Schromph  Smiley
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Seaport
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« Reply #164 on: December 10, 2018, 03:14:12 PM »


Hi everyone, it's been a long time coming (as you can tell from our Devblog) but we've finally released on Itch.io. We are in first access at the moment but we've just added update#2 and are well on shedule to release fully next year (hopefully Q1) on Steam and other stores.



What is it? I hear you ask, well, Smith and Winston is a voxel-based twin stick shooter with a focus on exploration. With fully destructable hand crafted levels and fun puzzles. Along with engaging combat with a variaty of enemies and bosses and an assortment of items and achievments to collect. We think its a lot of fun and from feed back with players, they agree.

Smith and Winston can be found here on Itch.io



You take on the role of Smith or Winston (or both as we have local co-op planned), two hapless adventurers, as you explore a shattered ring world and uncover its secrets, fight invading aliens and prevent the impending doom of the star system.
Only you can save the world from the evil that's approaching and perhaps ultimately the galaxy itself... or not.





Smith and Winston can be found here on Itch.io



Also head over to our tigsource devblog if you would like to see how the game has developed over the years.






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Seaport
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« Reply #165 on: December 15, 2018, 02:44:07 PM »

Still working on achievements and rapidly running out of ideas, we even discussed tracking the amount of toilets the player chucks off the world. But decided against it as it required too much code changes, which is a shame as that would have made a great icon.

Still if anyone has any ideas i'd love to hear them Smiley



(If you're wondering we have 3 toilets in the game)
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Seaport
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« Reply #166 on: December 24, 2018, 09:29:33 AM »




Trying something new with our screenshots it's from ingame but I've croped it in and focused on the action a bit more.
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Seaport
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« Reply #167 on: January 12, 2019, 03:01:49 PM »


We're out now on Steam, its still early access but we're hoping to release the finished game in March

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Seaport
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« Reply #168 on: January 22, 2019, 10:36:28 AM »

Update #3 available

Today we released a 32MB patch to Smith and Winston fixing a few small issues that have been reported by players and one we noticed in a Twitch steam.



Hot low end action
On lower end machines players are having to turn down the amount of debris. THIS IS NOT ACCEPTABLE. So we’ve tweaked the physics a bit to get some more juice from your CPU and get some more debris on screen at 60 fps.

Keeping your head!
Because we are idiots we didn’t think about heads properly. So if you collected one of the hidden Collectable heads in the game you could never switch back to a standard Smith or Winston head. Well now you can.

More text… or space for it
Some of the Shippy text when you’re at the crash site didn’t fit in the little Shippy box. We know no one is going to read this text but we really want you to be able to ignore all of it properly, in it’s entirety with aplomb.

No dead flying!
When you were lying flat on your back, shot, wondering why you even started exploring this cursed ring world of DOOM you could press the boost button and fly up. This wasn’t very useful to you and in many ways it was quite funny but NO… STOP IT…. you’re dead Wink

No more equality
If you pressed the equals key (‘=’) you seemed to randomly warp around the level… even to places that you can’t get to normally. We use this debug feature to quickly test new areas of the level and you were never supposed to have such powers because we just can’t trust any of you naughty people can we? Look out for this feature accidentally being re-enabled because “we are idiots” Wink.

No more HOME
Another oversight was that pressing the HOME key brought up a very useful debug window with loads of wibbly buttons and sliders and gizmos and yeah, we’re idiots, that’s not for you. Even I don’t know what most of those buttons did.

Glyphs?
A glyph is a fancy word for one of the letters in a font. We cleaned up the glyphs that represent the controller buttons for PSX and XBox controllers so they are less… poopy.


Happy Exploring and Destroying

dazza







« Last Edit: January 22, 2019, 12:57:05 PM by Seaport » Logged

Seaport
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« Reply #169 on: February 21, 2019, 12:44:09 PM »

Another day another update  Smiley this time its Update #4, getting close to release now.
'Update #4 Live - Chopper Boss of DOOM
17 Feb @ 4:21pm - ExUnitDazza   
We've released a new update to Smith and Wintston! This is mainly a metric ton of tweaks to the first half of the game to make it more balanced and more fun to play. Thanks to everyone that gave us feedback and helped make the game even better.



Features:

    Added in the Chopper boss. This is the middle boss in the game. He’s pretty epic (testable via the new BETA TEST menu)
    Added a BETA TEST menu so player can test specific features of the game and give us feedback without destroying their Arcade Save games. We’ll be adding things to this menu and asking for feedback a lot we think.
    Added a button for twitter and facebook in the title screen
    Tweaking/Balancing of lives and ammo based on player feedback and streamer videos
    Added disabled story and coop buttons to the main menu so players know they will be there activated at some point Smiley
    After the player dies in a level specific enemies don’t restore so it becomes ‘slightly’ easier to finish the level. The cost to the player is that they will get a slightly lower score because there are less enemies to kill.


Beta Test
You can jump straight to the Chopper Boss from the new Beta Test menu option. You can test the boss and give us feedback without affecting your Arcade Save game. We'd love to hear from all players :steamhappy:


Engine Changes:

    Upgraded BGFX rendering code. At least 10% faster on all platforms.
    Added Metal rendering engine for macOS (8x faster than OpenGL)
    Added OpenGL rendering engine for Windows
    macOS and Windows can select the rendering engine to use in Options > Video


Bug Fixes:

    Fix for some of the trophies not being present
    Skip cutscene text is now correct for controller, KB/Mouse users.
    Ping Game Boy helmet renamed to the correct Pink Game Boi
    Chopper based enemies can now be hit by grenades
    Mining Laser now shoots from closer to the player so that when right up against the wall it actually hits it. This makes running through the caves and mines a lot easier.
    In some levels the player plows through snow or mud, after they died this stopped working, this is fixed.
    Some GameObject (enemies, pickups etc) were not restoring after player death
    long german and spanish phrases should now in to text boxes
    custom in game cursors appear in front of the shippy text.


Once again, thanks to everyone that's played the game and given us bug reports and feedbacl. It's really means the world to us so jump in to the forum and tell us what you think!'
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