voxn

Members
  • Content count

    166
  • Joined

  • Last visited

About voxn

  • Rank
    wrong

Profile Information

  • Gender
    Male
  • Location
    michigan
  1. You always had such lovely animations and neat game ideas. I hope you're doing well.

  2. haha, jake talking about tf2 "..someone who is either destroying me or I'm being destroyed by...". Even unconsciously, he makes no bones about his tf2 prowess.
  3. a divine exodus of snakes

    thanks z! ---- fog (clouds?) of war, moving units around, and other things I'm forgetting! started drawing the rest of the cast + progress on the first three: though I've discovered it becomes increasingly difficult to maintain a strong likeness the more rendering you do >:-I
  4. haha that's fantastic. idea: a timer to pick the right face, and an internalization meter which goes up with concurrent successes making it increasingly short.
  5. awesome progress! the pipes are becoming prettier daily. as a next step I'd suggest playing with ambient light. Shading with pure black (ie 0 color/saturation) tends to look rather ugly. Here's a quick edit of your colored pipes: got a bit over-saturated, but hopefully it's a helpful comparison! And if you wanna get really fancy you can start building pipes with complementary color schemes, but maybe that's a bridge too far :-P
  6. [Dev log] I Am Suspicious of Myself

    I'm no expert on text adventures, but twine is the engine I see mentioned about 100x more then any other.
  7. a divine exodus of snakes

    today I added mouse scrolling (thus: giant map), a handful of new tiles, structure/unit databases, a bevy of unseen code, and began a spreadsheet to figure out mechanics -- which I'll make public and throw in here once it's a little further along. Coming up with units is a lot of fun. So far every one is an idle thumbs reference, but they get a little, uh, esoteric, and I'm curious if people will be able to puzzle them out.
  8. a divine exodus of snakes

    nope, I'm a mega novice when it comes to (non-roguelike) turn-based games. Looks fascinating though, I'll download it tonight. thanks nappi! now if only this junk-ass forum software didn't resize all my precious aliased pixels *shake fist*
  9. nice progress so far! it's like screensaver revivalism. I wonder if dropping the space background and making everything pretty colors would be more striking though? something like the mirror's edge dlc (which is the only example springing to mind right now), with lots of matte white & bright primary colors.
  10. [RELEASE] The Hypersonic Effect

    rad! If I'm remembering right the hypersonic effect is just sounds you can't hear, so a game you can't play with loads of amazing ui would be a pretty amazing joke
  11. a divine exodus of snakes

    *wiggles eyebrows at jake* and thanks phill, I hope so! ----- progress! Looking less eye-wateringly honeycomby, plus a fair bit of under the hood coding. Objects are now built from a little json database - as opposed to being hard coded - and clicking one sets it as the focus, popping up buttons for each action it has. No idea what those actions actually are yet, but I'm sure it'll be useful! currently I'm thinking the main gimmick of the game will be simultaneous turns. You'll have a small handful of slots to assign actions: move, build, etc. Then, when you end the turn, it executes all your/the ai's actions at the same time. I'm sure there's a lot of unforeseen programming challenges to this, but I can fall back on more standard turns if it proves too tough.
  12. a divine exodus of snakes

    continued work on the hexes, trying to make a nice looking board. Random vertical shifting on all the tiles made for some interesting texture: but I decided I'd rather it look a little less obviously board-gamey - so I made each individual tile more subtle, and ditched the shifting for now: looks like honeycomb now, but I think if I erase a few of the borders it'll create nice zig-zaggy patterns and start to look more like natural terrain. I also started adding objects to the tiles (as evidenced by the mountains), but haven't dove too deep on that yet. In the meantime, another character joins the cast! need to give her a slightly fiercer expression though ( * ^ * )
  13. a divine exodus of snakes

    thanks everyone! Ideally the game will look completely serious to anyone unfamiliar with thumbs lore, which is proving an interesting challenge, haha not directly; in an effort to keep things light & speedy I didn't lay much groundwork (collecting reference, etc) before starting. I just enjoy sticking horns and floaty bits on everything :B
  14. a divine exodus of snakes

    starting off! whipped up some hexes, and got them drawing in the right place. I'm using gamemaker, so in theory I can export to html5 and host it on itchio, which will be pretty slick if it works: next was (my real passion) some art. Shooting for full thumbs roster representation, here's the initial lineart for Remo The Infinite and The Great Bird:
  15. pitch: in a confluence of terrible/overambitious ideas, I'm going to try and mix idle thumbs (a video game podcast) with solium infernum (a hex-based strategy game, where nightmare demigods vie for control of hell). Since the two are so similar I don't expect any hiccups. solium is entirely about player manipulation and politicking, which ai can't handle, so predictably there's no singleplayer. As multiplayer is way beyond me, I'm going instead to try and create a (very basic) turn-based strategy game, which should be plenty adequate to stretch my meager ass programming skills to breaking. But mostly I wanna focus on that sweet demonic flavor!