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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 73619 times)
Aloft
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« Reply #340 on: June 06, 2017, 11:52:23 PM »

This temple facade looks like it belongs in Ancient Gaul or something, lol:



And a color variant:


Ok ONE more touchup... little bits of grass at the groundline seemed to be needed:

« Last Edit: June 07, 2017, 04:08:53 PM by Aloft » Logged

beetleking22
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« Reply #341 on: June 08, 2017, 07:26:32 AM »

They all look good!
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Aloft
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« Reply #342 on: June 09, 2017, 06:17:36 PM »

http://www.siliconera.com/2017/06/09/hazelnut-bastille-demo-looks-satisfy-link-past-itch/

Another Great Article from Joel Couture on SiliconEra today!

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Aloft
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« Reply #343 on: June 11, 2017, 11:18:07 PM »

Another Great article from Dark Side of Gaming:

http://www.dsogaming.com/news/hazelnut-bastille-is-an-open-world-retro-rpg-inspired-by-zelda-a-link-to-the-past-demo-available/
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Aloft
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« Reply #344 on: June 11, 2017, 11:20:42 PM »

A Mandarin Chinese feature as well:

http://www.3dmgame.com/news/201706/3661538.html

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Aloft
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« Reply #345 on: June 13, 2017, 07:05:40 AM »

Public Demo Version 3 Changelog:

Done June 16:

New Pause/Options Menu.
New Input System

-One Large detail for this build is that it includes 8-way movement option for testing purposes, because there was interest on the part of the users to explore this movement style. 8-way can be enabled in the input menu in game from start. Our current intention is to keep things to 4-way movement for the player. Our feeling is that the enemy and level design heavily favors 4-way movement as a gameplay mechanic. Given the current design, the 8-way pattern gives things sort of a "loose" and "floaty" feeling in our opinion. We think it is useful to give our users the chance to try out this movement style though, in order to give context for discussing either movement style.

-There are 2 Sets by default one for Controller and one for keyboard.

-There also a few other defaults incase the default keyboards dont work, arrow keys for direction and enter/return for confirm, backspace for cancel. B button is now standard back/cancel for all menus. Remapped item buttons and updated menu visuals.
   
-Fixed an issue where boss was not shocked.

-Bombs now only shoot projectiles diagonally, to better balance the risk vs benefit equation for the bomb.

-Ajusted player attack collider.

-Fixed issue where swipe could hit enemies on other floors.

-Crossbow bolts no longer go thru the miniboss during phase2.

-Fixed issue where miniboss could do collision damage after death.

-Reduced enemy invicibility so player can immediately attack again in quick succession.

-Mana meter now refills over time without walking.

-Crossbow bolts no longer go through switches.

-Fixed issue where continue menu did not save.

-Added charge up to spin attack; balances the spin attack, and also gives signal to player it is a "hold" mechanic

-Fixed an exploit involving switches

-Fixed an exploit involving lasers

------------------------

We hope to have this new build out in a day or two! It is especially useful for folks to give us some feedback on their experience with the various movement sytles!


« Last Edit: June 16, 2017, 03:21:07 AM by Aloft » Logged

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« Reply #346 on: June 16, 2017, 03:24:43 AM »

Ok, Public Build Version 3 is now out for everyone!

The biggest additions here are that there is now an in game keybinding system, an input sensitivities menu, and even a toggle to try a basic version of 8way movement we have included for testing purposes (since there was so much public interest in this).

You can read the Build notes in the Changelog Above!

You can download it from the page linked to in the emails.

You can get access to that page from our landing page:

https://www.aloftstudio.com/hazelnutbastille

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Aloft
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« Reply #347 on: June 16, 2017, 07:14:10 AM »

Redid the startup animation for special attacks, to give it a bit more flare and personality:

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Aloft
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« Reply #348 on: June 17, 2017, 10:46:37 AM »

An interesting new, heavily architectural tileset:

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Aloft
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« Reply #349 on: June 22, 2017, 08:34:03 PM »

Just reached 1000 Mailing List Subscribers!

Fantastic guys! We will continue to keep improving the game everyday! Let's reach 5000 soon!
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« Reply #350 on: June 22, 2017, 11:25:30 PM »

Amazing  Shocked
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Aloft
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« Reply #351 on: June 26, 2017, 09:01:49 AM »

A new dungeon tileset and some new enemies:

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Aloft
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« Reply #352 on: June 29, 2017, 05:37:39 AM »

Sometimes Grass Has a Mind to Cut YOU!


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« Reply #353 on: June 29, 2017, 05:43:35 PM »

Sometimes Grass Has a Mind to Cut YOU!

Cool concept! Certainly will keep you on your toes.
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Aloft
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« Reply #354 on: June 30, 2017, 03:01:05 PM »

Not sure how we pulled this off, after not posting to IndieDB for a month, lol...

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Aloft
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« Reply #355 on: July 03, 2017, 12:10:52 AM »

A new feature In Alpha Beta Gamer today:

http://www.alphabetagamer.com/hazelnut-bastille-alpha-demo/

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« Reply #356 on: July 14, 2017, 10:14:06 AM »

So i've signed up to the newsletter to play the demo, how long do i have to wait on average to gain access to the demo? Smiley
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Aloft
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« Reply #357 on: July 16, 2017, 12:04:37 PM »

The links to the demo update page should be sent with the first email, only a minute or so after signing up!
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« Reply #358 on: July 16, 2017, 01:38:25 PM »

yeah found it in my spam filter Smiley
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Aloft
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« Reply #359 on: July 16, 2017, 02:25:10 PM »

yeah found it in my spam filter Smiley

What email do you use? Gmail?
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