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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 73620 times)
Al_B
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« Reply #360 on: July 16, 2017, 06:15:26 PM »

You had me at "SNES-era Topdown JRPG Adventure".

One of my favorite games ever was Legend of Zelda: A Link to the Past! I WILL Def be checking out your demo! I will be rooting for this to succeed.
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Aloft
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« Reply #361 on: July 17, 2017, 04:03:03 PM »

Changelog for Demo Build 4 (available from site later today):


- Fixed issue where a single frame of animation dropped input when changing between idle/walking
- Added the shield, left trigger, blocks projectiles when deployed, blocks enemy contact and knocks player back.
 fails to block enemy contact damage if the player is against a wall opposite for the direction of contact
- Added a clear settings option on the titlescreen - clears setting and input data - Restores key bindings to defaults.
- Reduced the damage to player collision area of the mini boss's main body.
- Fixed a bug where looped sound effects persisted when changing rooms.
- Adjusted Crab Boss invincability time.
- Adjusted key bindings in the options menu. If a key pressed was already bound, it will now swap them. Added to prevent 2 issues.
   1. A player would select the bind all keys option then proceed to press the same button for each input.
   2. A player would bind keyboard keys onto the 1st set of bindings (default set for controllers) which were
   already bound on the 2nd available set of bindings (defaulted to keyboard keys).
- Speed up crossbow bolts.
- Adjusted attack animations; the thrust is a bit faster, and the player can attack again before the entire animation completes
- When opening the map the cursor will be placed the the player's location in the currernt room.
- Sound and Music volumes can now be turned off by settings volumes to 0.
- Sounds for some particular assets were changed / intensified / amplified
- The block spawner now works a bit differently; it is now grid-aligned (instead of half-grid), and will wait to fully place a block if a player is within the placement collision; this fixes difficulty people had when placing the block half-grid units off from where they needed to for puzzles, while also avoiding the issues originally associated with full-grid placement

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Aloft
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« Reply #362 on: August 03, 2017, 10:45:27 AM »

New Demo Build Out Today

Sorry for the delay guys (some stuff with work intervened), but the new builds are up today!

The main new features are the new shield mechanic, some bug fixes and art tweaks, a new system for using the spawned block, and a continued look at the 8way movement scheme (toggleable in the menu):

https://www.aloftstudio.com/hazelnutbastille
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Josh Bossie
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« Reply #363 on: August 03, 2017, 06:24:31 PM »

Been following you guys forever on Twitter, and forgot you had a topic here. Anywho, tag! I'll check out the demo later on tomorrow.
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Aloft
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« Reply #364 on: September 07, 2017, 07:01:53 AM »

A look at one concept for logic gate puzzle elements:


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Aloft
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« Reply #365 on: October 24, 2017, 08:05:34 AM »

Spent way too long on a portrait of our heroine, hehe:

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Pixel.ABCD
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« Reply #366 on: October 24, 2017, 12:20:36 PM »

Just lovely game, reminds me Alunda. The OST is so great and I am definitely watching this on twitter for some time now  Who, Me?. Nice to see your progress here as well.
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mveed
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« Reply #367 on: October 24, 2017, 12:37:18 PM »

This looks great!  Definitely need to try out the demo.

Also really like your guys site, the aesthetic was made me smile!
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Aloft
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« Reply #368 on: January 05, 2018, 11:51:04 AM »

Haven't really posted in a while, due to doing mainly video clips now that I don't really have a way to post here...

Here is a color study we did today though:

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Danton
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« Reply #369 on: January 05, 2018, 01:32:18 PM »

God damn guys, this looks beauty!

Love the pixel art and overall attention to detail. Going to give the demo a go, anything specific you're looking for feedback on?
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Aloft
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« Reply #370 on: January 05, 2018, 02:03:10 PM »

God damn guys, this looks beauty!

Love the pixel art and overall attention to detail. Going to give the demo a go, anything specific you're looking for feedback on?

Hmmm- that last version of the demo is from some months back, but in general, the rough feel of combat and interacting with enemies if the biggest thing we are working to get right atm
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chrisDeneos
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« Reply #371 on: February 07, 2018, 10:08:04 AM »

Your game looks great, on point with what made SNES game legendary. Keep up the good work Smiley
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Aloft
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« Reply #372 on: April 03, 2018, 03:38:52 PM »

Aloft Welcomes Celebrity Guest Composer Hiroki Kikuta!



Hiroki Kikuta is best known for his work on the Secret of Mana OST:








He is an acclaimed Japanese video game composer, best known for his work at Square, which he joined in 1991. He was the lead composer for Secret of Mana, Seiken Densetsu 3, Sōkaigi,  and later Koudelka, for which he also acted as producer and concept designer at his own company, Sacnoth.

His work for Secret of Mana was incredibly influential in helping to shape the later music of the SNES era, and his techniques echo in Square's later titles as well.

He has graciously joined us as a celebrity guest composer, to contribute a handful of tracks which serve as the game's musical backbone.



Kikuta-San's Public statement reads:


“Hazelnut Bastille is a wonderful looking retro-style game! I’m looking forward to being a part of it and hope we can create music that lives up to the rest of the game and everyone’s expectations!”



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


You can read more about this story in our Nintendolife Interview, at:

http://www.nintendolife.com/news/2018/03/feature_snes-style_rpg_hazelnut_bastille_coming_to_switch_with_secret_of_mana_composer_in_tow

« Last Edit: April 03, 2018, 03:48:42 PM by Aloft » Logged

qMopey
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« Reply #373 on: April 03, 2018, 07:07:20 PM »

Holy what.  That's INCREDIBLE  Screamy Screamy Screamy
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Aloft
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« Reply #374 on: April 04, 2018, 08:41:07 PM »

Thanks a lot! We were super pumped for that one!

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Aloft
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« Reply #375 on: April 06, 2018, 01:03:23 PM »

Some of our recent content, but from the perspective of the editor, so you can see the full rooms at once!

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IndieGameFiend
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« Reply #376 on: April 07, 2018, 04:37:55 AM »

I can't wait to play this. The pixel art is beautiful.  Smiley
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Aloft
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« Reply #377 on: April 07, 2018, 11:04:58 AM »

Here's a new one showing off some battle scenes!

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Sersh
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« Reply #378 on: April 07, 2018, 01:38:49 PM »

I really like the color palette improvements you did recently!
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Aloft
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« Reply #379 on: October 01, 2018, 03:01:22 PM »

New Teaser Trailer Today!



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