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TIGSource ForumsCommunityDevLogsEastward
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pixpil
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« Reply #60 on: November 16, 2015, 07:27:19 PM »

Yes, they are converted into simple 3D mesh for better lighting.

Like this...
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Cranktrain
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« Reply #61 on: November 17, 2015, 05:12:43 AM »

Some very impressive lighting. I'm very much looking forward to seeing some 'context' for these rich locations, like how the combat mechanics will function, and whether the story/world will be linear or more open-world.
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« Reply #62 on: November 17, 2015, 09:41:17 AM »

:0
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ENDESGA
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« Reply #63 on: November 17, 2015, 03:15:48 PM »

This is seriously great stuff man, looks amazing
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« Reply #64 on: November 17, 2015, 04:28:46 PM »

This looks fantastic !
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« Reply #65 on: November 17, 2015, 04:31:50 PM »

This artwork is absolutely beautiful! I love how unique all of the characters look. But even more impressive than that is the incredibly detailed background art. I really appreciate how you're thinking outside the box to get that lighting just right.

Keep up the amazing work! I can't wait to see this game progress forward.
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Pix n chips
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« Reply #66 on: November 17, 2015, 06:05:29 PM »

What can I said that hasn't been said?
Your game is gorgeous. It's been a while since I've been this impressed with some pixel art. You're even inspiring.
That said, I'm interested in the general concept of the game like, is gonna be open world, or metroidvania type or maybe a very linear game? Is it gonna have an even simple cafting system? is gonna have a big map or small one? I just want to give me an idea of the game in general.

Btw: congratulations with lighting system, I know it takes lots of work but the results are stunning.
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ZerozakiIshiki
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« Reply #67 on: November 17, 2015, 08:41:23 PM »

Gorgeous art style.

I do hope you're planning on having a Japanese native speaker look at those signs before release, though!
That last picture has a bunch of errors.
The blue sign mixes katakana and hiragana and is meaningless.
The red sign with yellow text has a backwards katakana and the bottom.
I don't even know what the red sign with white text is, unless it's just intended to LOOK like Japanese (also a viable approach, but since a lot of the other signs are almost real Japanese, it stands out.)
The sign just below that, with the red 'ice' kanji -- you see this sign so often around Japan I'd check with your legal team to see if someone owns the rights to the design.
The top right sign says 'noodle' but the dash after the top character should be vertical if written vertically (and I've never seen a sign like this in Japan; I'd suggest going with 'ramen' instead.)
A couple of the other signs have letters that are slightly off looking, too.

Sorry to just dump a bunch of criticism and run! Like I said, I really love this art style, but I read Japanese well enough that these kinds of mistakes are super distracting.
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pixpil
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« Reply #68 on: November 17, 2015, 09:07:15 PM »

Thanks for the valuable feedbacks!
The story will be a linear one. It is easier for us to focus on the development of characters. And we don't have the confidence to build a open world.
We are still working hard on other aspects of the project.

@ ZerozakiIshiki:
THANK YOU for your input!
Although we have someone who can read Japanese, but apparently we are not aware of the importance of these character issues.
We will definitely look for a Japanese native ( also the other languages ) to help us correct all these stupid mistakes.
« Last Edit: November 18, 2015, 01:39:25 AM by pixpil » Logged

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glhfGreg
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« Reply #69 on: November 18, 2015, 02:49:11 AM »

As others have pointed out, the art style is amazing. Followed on steam so I don't miss any update. Do you have plans for a soundtrack? I feel like good music would benefit your game immensely.
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bauer
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« Reply #70 on: November 18, 2015, 04:15:46 AM »

I love the look of this, it looks very unique and welcoming. Smiley
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« Reply #71 on: November 18, 2015, 07:36:11 AM »

jeez i could stare at those gifs for hours. Fantastic art! Addicted
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Felius Limax
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« Reply #72 on: November 18, 2015, 09:24:54 AM »

This is absolutely beautiful and stellar to look at! There seems to be so much to explore. Love the lighting and choice of colour!
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eliasdaler
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« Reply #73 on: November 22, 2015, 01:35:18 PM »

What a beautiful game, congrats!

Can you tell us more about your engine? How your Lua scripts work and how you write and structure them, for example... :D
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Hadrien
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« Reply #74 on: November 22, 2015, 01:41:47 PM »

Amazing work on the pixels & lightnings, very stunning. Keep up the good work, I'll definitely keep following your project. Hand Metal Right
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pixpil
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« Reply #75 on: November 22, 2015, 09:42:12 PM »

What a beautiful game, congrats!

Can you tell us more about your engine? How your Lua scripts work and how you write and structure them, for example... :D

We are using a unity like component framework. The IDE loads the script dynamically, then we can create and insert components into entities.
The Lua script is written in form of classes, we have a DSL like system which allow us to add model data for inspector/serializer support.
Some example:

import 'script.actor.CreatureSensor'
import 'script.actor.CreatureController'

--------------------------------------------------------------------
CLASS: EnemySensor ( CreatureSensor )
   :MODEL{
      Field 'visualCheck' :boolean();
      Field 'visualCheckInterval' :meta{ step = 0.1 };
   }

mock.registerComponent( 'EnemySensor', EnemySensor )

function EnemySensor:__init( entity )
   self.candidates = {}
   self.visibleCreatures = {}
   self.visualCheckInterval = 0.3
   self.visualCheck = true
end

function EnemySensor:onAttach( entity )
   EnemySensor.__super.onAttach( self, entity )
   ...

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eliasdaler
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« Reply #76 on: November 23, 2015, 05:58:40 AM »

pixpil, wow, this is very awesome. Is this cool class system written in pure Lua?
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BlackseaOdyssey
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« Reply #77 on: November 23, 2015, 09:01:24 AM »

Pixel art level OVER 9000!!!  Mock Anger
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« Reply #78 on: November 23, 2015, 03:02:12 PM »

Wow, looks great so far. If your ever in need of some music I could lend my services.
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pixpil
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« Reply #79 on: November 23, 2015, 06:55:00 PM »

pixpil, wow, this is very awesome. Is this cool class system written in pure Lua?

You can check it out here: https://github.com/tommo/mock/blob/master/mock/core/Class.lua
But it's not documented at all...  Embarrassed
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