Commented 10 years ago2014-03-03 11:34:34 UTC
in journal: #8344Comment #42291
Holy shit this game is awesome! I always wanted to be able to make a game with this kind of style. Can you make a tutorial on something basic? Is this entirely coded in flash or something, or some other language and then transformed to flash? ( kind of a noob at this part).
Commented 10 years ago2014-03-01 18:36:24 UTC
in journal: #8343Comment #42281
I don't have rights (yet). Its a filler until something else is done or I get rights. I'm surprised Youtube hasn't cut my audio yet. Most likely I'll use an original track or fill the sequence out with ambient audio and SFX.
Commented 10 years ago2014-02-28 09:57:48 UTC
in journal: #8343Comment #42283
Looking excellent. The details on those trees, boss, lighting. I'm very glad that it does not have the "look at me, I'm retro-esque" feel like most indie games. Even though, your intention was to just make a game that had Super Mario feel to it. It just feels right and spot on when I take a look at the screenshots. Perhaps, that is just me.
Just with an unique touch to the gameplay and it seems like it might be hell of a fun to play. The way you been working and experimenting, I'm sure you'll come up with that exact "touch" that it needs. And now, you have the license from Stencly as well! Nice! It would be awesome to play with a controller but there is the targeting system which might be problematic, I suppose.
"Development is a roller coaster with boring moments." So true. And you been taking multiple roles throughout the development, which in normal circumstances you shouldn't have (as you already stated in your article). As a young and amateur "designer" in a developing-country, I can safely say that it is hard but it does make you love your work more..
Commented 10 years ago2014-02-26 21:49:24 UTC
in journal: #8342Comment #50968
That's the plan ghost129er! We just need to give the game a ( hefty amount of ) polish. The only issue is that the game is really only suitable for tablets due to their large screen. I've already made changes such as changing the hud into a radial hud that follows the player, and added a few effects.
Commented 10 years ago2014-02-26 15:41:26 UTC
in journal: #8342Comment #50966
Awesome! Congrats on the win Instant Mix! I was always super jealous of devs who could piece together a game in 2 days. I imagine it's a fantastic exercise in time and priority management.
I'll have to check this out when I'm home.
I would toss it in the appstore if you could manage to get low latency networks working.
The turrets are an existing asset, I've been trying to think up some of my own gameplay mechanisms however (a self-building defence system maybe for one).
Not sure what my next step is with this, but will keep you posted.
I don't play many SP mods, nor have i ever played through ep1 nor ep2, so i don't really have a great frame of reference to judge, but i have to say i really thought the environment was interesting and realistically detailed, if not a bit repetitive "bare" in a few areas.
I thought the gameplay was pretty difficult, but again, i don't play these types of games too often. (i really liked the player-controlled turrets btw, did you create them, or are they an existing game asset?)
I agree that some more sounds, and perhaps some music, especially at the cutscenes and combat areas, would really improve the gameplay experience and belivability in general.
I really liked the technical details like the vid screens, control rooms, and buttons, but again, i would recommend trying to make some changes to make areas visibly distinct from each other, as it all kinda looks/feel very homogenous imo.
BTW, i LOVED the apartment at the beginning! (i've always wanted to make a converted loft/studio apartment like that, nice job!)
How much time do you have into this? Even though some areas are overly simplistic, i can recognize a TON of work went into building this, and you have more discipline in your little finger than have in my whole body, to even attempt a project this big. kudos!
It's not perfect and some areas lace polish, but this definitely rates better than a 3 out of 5 in my book; 5 for balance and the balls to take something this big!
Commented 10 years ago2014-02-22 10:51:10 UTC
in journal: #8336Comment #56018
The leaf blower I have doesn't, but the blower system/etc (The green one up here) has a variable power thing, scale of blow jobs rating 1 - 10. (:
It does a FANTASTIC job at getting dust out of the Fans, cooler gaps, chip board gaps, practically any fucking gap. And it doesn't damage the board!
But I rarely use the leaf blower, I use the Hitachi air blower.. Just hook it up to the socket out side, open up your shell, open throttle and VOOOOOOOOOOOOOSH! Blow those suckers yeah! Insert top gun scene where a MiG 28 (actual T-5E talon ) gets blown up.
I think this is fantastic. Whether you came up with this yourself or is aggregate information from different sources, it's amazing that this can be done. I used to think the "align to view" option was completely useless.
** only because I don't quite understand the instructions for camera placement.
Commented 10 years ago2014-02-22 07:08:36 UTC
in journal: #8336Comment #56008
lol i call overkill!
Unless it's variable speed, and haz a flexible wand attachment, then it could be the perfect option, as you can blow the leaves off your driveway when you are done with your computer =)
Commented 10 years ago2014-02-22 05:58:25 UTC
in journal: #8336Comment #56017
Umm, I use a high powered DeWalt Leaf blower, or a Hitachi one when dad take that to clean up the ac vents and I'm not left with any other choice. Some serious output those bests have. So it gets rid of ALL the crap in there. B|
[Edit]
Something like this, but with a 18 volt motor... The other is a 22 volt one. It blows me away. xD
Is this entirely coded in flash or something, or some other language and then transformed to flash? ( kind of a noob at this part).
Will there be an Android version for this?
Time to make millions!
Also, it's got SMJ's art and sound design, so I'll let it pass with flying colors!
(from what i can make out from the screen, it reminds me of a Veritech fighter in guardian mode, how cool!)
It's a perfect song though. It's good "driving down the road" music.
Just with an unique touch to the gameplay and it seems like it might be hell of a fun to play. The way you been working and experimenting, I'm sure you'll come up with that exact "touch" that it needs. And now, you have the license from Stencly as well! Nice! It would be awesome to play with a controller but there is the targeting system which might be problematic, I suppose.
"Development is a roller coaster with boring moments."
So true. And you been taking multiple roles throughout the development, which in normal circumstances you shouldn't have (as you already stated in your article). As a young and amateur "designer" in a developing-country, I can safely say that it is hard but it does make you love your work more..
Can't wait to see the final product!
D
O
Oh bollocks! I fucked up again!
I've already made changes such as changing the hud into a radial hud that follows the player, and added a few effects.
Congrats on the win Instant Mix! I was always super jealous of devs who could piece together a game in 2 days. I imagine it's a fantastic exercise in time and priority management.
I'll have to check this out when I'm home.
I would toss it in the appstore if you could manage to get low latency networks working.
Ja! Exactly what Instant Mix said!
The turrets are an existing asset, I've been trying to think up some of my own gameplay mechanisms however (a self-building defence system maybe for one).
Not sure what my next step is with this, but will keep you posted.
alles Gute zum Geburtstag
Just a few days ago I realised that's a screencap from American Psycho. Where did that come from?
Source SDK Development Essentials 2: Judgment Day
(^_^)/ Finally, some VIDEOS: XDM playlist @YT
I thought the gameplay was pretty difficult, but again, i don't play these types of games too often. (i really liked the player-controlled turrets btw, did you create them, or are they an existing game asset?)
I agree that some more sounds, and perhaps some music, especially at the cutscenes and combat areas, would really improve the gameplay experience and belivability in general.
I really liked the technical details like the vid screens, control rooms, and buttons, but again, i would recommend trying to make some changes to make areas visibly distinct from each other, as it all kinda looks/feel very homogenous imo.
BTW, i LOVED the apartment at the beginning! (i've always wanted to make a converted loft/studio apartment like that, nice job!)
How much time do you have into this? Even though some areas are overly simplistic, i can recognize a TON of work went into building this, and you have more discipline in your little finger than have in my whole body, to even attempt a project this big. kudos!
It's not perfect and some areas lace polish, but this definitely rates better than a 3 out of 5 in my book; 5 for balance and the balls to take something this big!
Spring has come here early too. Plus points if that beer is a tallboy!
Well done sir!
I miss green. It must be nice to not have a foot and a half of snow on the sides of the roads.
Very calm place, reminds me of many villages here in Serbia
It does a FANTASTIC job at getting dust out of the Fans, cooler gaps, chip board gaps, practically any fucking gap. And it doesn't damage the board!
But I rarely use the leaf blower, I use the Hitachi air blower.. Just hook it up to the socket out side, open up your shell, open throttle and VOOOOOOOOOOOOOSH! Blow those suckers yeah!
Insert top gun scene where a MiG 28 (actual T-5E talon ) gets blown up.
** only because I don't quite understand the instructions for camera placement.
Unless it's variable speed, and haz a flexible wand attachment, then it could be the perfect option, as you can blow the leaves off your driveway when you are done with your computer =)
<searches leaf blowers>
[Edit]