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TIGSource ForumsCommunityDevLogs[Late Backing Now Open] Hazelnut Bastille: A Lush SNES-era Zelda-like ARPG
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Author Topic: [Late Backing Now Open] Hazelnut Bastille: A Lush SNES-era Zelda-like ARPG  (Read 96902 times)
Aloft
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« Reply #200 on: December 16, 2016, 06:23:58 PM »

Working on art for a new boss- a giant enemy crab (wearing a giant troll's skull!):

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sbeast
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« Reply #201 on: December 16, 2016, 06:26:30 PM »

Cool that you got an article on Siliconera. Have you made any decisions regarding music and sound yet?
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Sbeast - Composer / Cover Artist / Guitarist
http://luxbellator.com/portfolio
Aloft
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« Reply #202 on: December 16, 2016, 07:14:36 PM »

We have been approached by A LOT of composers, hehe. Probably in the ballpark of 80. That said, we have someone picked out, and will announce when things are finalized! We purposely decided to wait in order to have the project in a better state of development at the time we made our choices.
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Aloft
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« Reply #203 on: December 19, 2016, 01:40:28 AM »

And..... here is a walking animation:

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Tuba
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« Reply #204 on: December 19, 2016, 03:42:21 AM »

That's scary as shit!

Love it! :D
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Thaumaturge
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« Reply #205 on: December 19, 2016, 11:46:41 AM »

That does look really cool, I feel! I like the idea, and the art and animation work rather well, to my eye. ^_^
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Aloft
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« Reply #206 on: December 29, 2016, 11:23:40 AM »

Pumping Station Tileset:

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Aloft
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« Reply #207 on: January 01, 2017, 05:01:26 PM »

Any Preference for either of these?

The main distinguishing detail is the amount of emphasis put on the bite (higher in the 1st image).



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DireLogomachist
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« Reply #208 on: January 01, 2017, 09:44:51 PM »

I like the first. Bit more oomph to it.
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Living and dying by Hanlon's Razor
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« Reply #209 on: January 08, 2017, 01:16:30 PM »

yeah, first
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Kyle Preston
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« Reply #210 on: January 12, 2017, 10:15:44 AM »

First one is definitely scarier. This page of the thread is full of nightmares : )
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kkairos
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« Reply #211 on: January 12, 2017, 04:18:36 PM »

First one is definitely scarier. This page of the thread is full of nightmares : )
AGREED. If [these devs] decide to make a horror game next I won't blame you. [edit for clarity]
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Aloft
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« Reply #212 on: January 12, 2017, 09:00:31 PM »

First one is definitely scarier. This page of the thread is full of nightmares : )
AGREED. If [these devs] decide to make a horror game next I won't blame you. [edit for clarity]

https://forums.tigsource.com/index.php?topic=58577.msg1294698#msg1294698

Hehe... I have spent some time working on another title which I did a quick log write-up on here (you will probably see talk of it after this one is published mainly).

It is an environmental exploration game where the player traverses a massive industrial facility.
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Aloft
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« Reply #213 on: January 29, 2017, 04:17:02 PM »

NEW ARTICLE AND EXTENDED INTERVIEW PUBLISHED TODAY:

http://indiewatch.net/2017/01/28/aloft-studio-get-right-gameplay-fancy-pixels/

Thanks to Vic White for his fantastic interview!
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Aloft
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« Reply #214 on: January 29, 2017, 04:55:00 PM »

Also, been a bit since we give a development update, but there is a pretty good reason!

We have been knee deep in the trenches this month getting the full production demo draft finished. It looks like public release for that may happen in the middle of next month.

Right now, we have our layout and floorplan finished, Graphic tiles in place, and tilesets done, collision done, rendering and texture loading optimizations done, Events scripting mostly finished, player, enemy, and boss animations and behaviors for this level finished.

Still left to complete before publishing the demo:

-Puzzles have been designed, and and their components have been scripted, but they must still be implemented and playtested
-A few fine Polish details for the boss encounter must be finished
-Minor revisions to the layout of the dungeon may be made if playtesting reveals issues in how the sequence is experienced
-Final passes on sound.

We hope to bring you the production demo very shortly!

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Aloft
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« Reply #215 on: January 29, 2017, 09:26:16 PM »

PSA: We are currently speaking to composers atm. I know a lot of you guys in this thread were composers yourself, with interest in potentially collaborating.

Details on what we are looking for can be found at:

https://forums.tigsource.com/index.php?topic=59641.msg1312810#msg1312810

If you are such a person, we would love to hear from you!

We can't reply to each email (we get dozens, and most don't fit), but we read every single one, and pour over the soundcloud portfolios like you wouldn't believe.
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Aloft
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« Reply #216 on: January 31, 2017, 04:45:26 PM »

Ok We are full on composer applications for this decade!

might be 100-150 now.

We read EVERY. SINGLE. ONE. Listened to most tracks from every one. If we get any more applications, we won't be able to put in due diligence reading them!

Every single one of you people are fantastic. It was a treat to be invited into your heads for a few minutes each to experience your inner space in your music.

While the quality of the work was near universally excellent, about 5-6 applications were uniquely suited to this work, and so we look forward to contacting a couple of you and chatting a bit more!

Thanks to everyone, and we look forward to featuring work from a few of your over social media, even if we can't work with you this project!
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sbeast
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« Reply #217 on: February 01, 2017, 08:36:46 AM »

Dayum that's a lot of submissions, thought I might be the only one Cheesy
Good luck to all!  Grin
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Sbeast - Composer / Cover Artist / Guitarist
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Aloft
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« Reply #218 on: February 02, 2017, 09:36:41 PM »

So we just got confirmation of a very recognizable name contributing to the soundtrack... not going to say for now, until things are finalized, but we think you will all be pleased when we say later!
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Manaflow
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« Reply #219 on: February 05, 2017, 01:25:41 AM »

So we were working on some kinks in the event system. Aloft apparently likes making death traps HAH.
Notice the empty heart containers

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