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Posts posted by Mythalore
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@SuperBiasedMan I'm also absolutely down for that
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On 31/12/2016 at 0:35 PM, castorp said:@castorp I'm really glad you like them and I hope things weren't too bad in transit. Unfortunately, Paperboy already had that crack when I sent it, original packaging and all.
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Took a while to get here but well worth the wait.
(The puzzle piece is an accidental present bomb from my housemate, she got a jigsaw for Christmas and it's all over the floor)
I've never seen any of these sweets before, can't wait to try them. Kettle crisps are even pretty common here (my favourite crisp brand no less) but only in very traditional flavours, Korean Barbecue was a big surprise.
The Coldblums have already had some good use and I'm going to frame the prints as soon as I can. Nearly discarded them with the box since their little envelope is the same colour but they are now safe and sound.
This is all really amazing thanks, @tabacco!
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Version 5 is now up - now with sounds and juice (only half of which can be seen in this gif)!
Missed announcing version 4 due to the holidays.
Stuff added:
Gun Reticle
Sound Effects
MusicAdd 'Juice' Animations
Change to FMOD Audio Engine
Stuff fixed:
Animation Timings
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Version 3 up! - Now with better art!
Stuff added:
New background art
Stuff fixed:
Menu button not responding
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Version 2 is up! - Now with additional game!
Stuff added:
A Timer which increase game difficulty
An end to the game.
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Okay, so this isn't the main game (GDC'12: The Death of Nick Breckon - an RPG adventure) that I was working on.
I've put that game on a short pause due to some much needed redesign.
In the mean time I've moved over to this game.Dead Letters is a (hopefully educational) typing game in the style of duck hunt.
I had the idea for this game somepoint after deciding to make a quicktime based combat system and sometime before failing to learn to touch type using Mavis Beacon in middle school.
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@hedgefield I'm definitely still working on this but I've come down the a pretty nasty cold so progress has been unfortunately pretty slow.
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I've removed the initial build of my game until I get the overworld map than I wanted to finish in so the game is actually playable.
I'm going to see what I can get done today and hopeful have something for it up tonight.
In the mean time though here's another gif of the sean-rogue fight move, with different oucomes and some more animations.
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A really nice experience, I've had an idea to do something like this floating around for a couple of years now, a text adventure with multiple dimensions, lovely to see it realised! The refs were also on point, that horse bag!
The only thing is the directions were slightly off, I had to go a bit pass the direction given say north to find the path or item there but that's probably an Alpha engine thing?
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Thanks @zerofiftyone!
Making progress on the different fight moves, got the basis for the rogue down now.
Next I'm finishing the fighter and wizard.
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Okay so yesterday I got the art style down for the game, I've gone for a very simplified look in the end since I hate doing faces and arms are hard to animate.
Now I'm working on finishing up the fight moves, then I'll get the battle screen in and lastly get some sort of overworld built.
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Perfect!
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Okay last night I hooked up the Wizard's main fight move with the new quicktime system, I also rescaled everything and added a little spawn animation to the buttons.
I've also made a start on the rogue but it's not as close to finished.
This is me typing in realtime, had to do so many takes to spell 'wizard' right that quickly.
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This is shaping up really well!
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haha, @theschap some say they are still locked, mouth to, the top part of the egg, to this day!
@JoelWmusic thanks, me too
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Okay, so I've spent the last week or so trying to rework the quick time system and making a start on the art.
At first I was trying to build a system that worked based on a predefined array of quick time key objects and pulled them in one at a time.
This works fine for your standard quick time event where you just press 4 buttons in a row and a cutscene continues.
But for GDC'12:TDNB, I really need something more dynamic and flexible.
So after a week of mostly doing other things I have built a system which basically just spawns a button and then waits for input when a script requires it.
Pretty simple really.....
This is a work in progress of the fighter scene, you press W to engage and then you get a random assortment of As and Ds to press. (art place holder)
Next is working on the wizard and rogue and then finally the bard.
After which I'll move onto the overworld.
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Thanks @Jake I appreciate you looking into it.
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And that was the last anyone ever heard of Jake...
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Damn man you can art! The game looks amazing!
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Me too but apparently it's been going longer than that
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So we've been talking on the slack about the unexplained appearance of interference in the episodes of late.
The thing is, Chris knows his stuff so surely if this was unintentional he would of said something? Right?
Let's get to the bottom of this, be it an ARG or not.
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Ooh looks like a proper book cover.
Could make an interesting twine experience if you want to double down on the book aspect.
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That sounds like a really strong idea and that art is great already!
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Looks awesome @SuperBiasedMan, that rolling system is really smooth.
I didn't know you could use the animation system to trigger functions!
[Dev Log] The Bear's Black Heart
in Wizard Jam 4 Archive
Posted
Really well done with this guys, Bear's Black Heart is definitely a stand out wiz jam game and for it to get this much attention is great, very well deserved!
Thanks for posting your stats, I often hear game devs talking about the huge effects of being featured on a big channel but people rarely like to talk numbers.
As an aside, Big Bad Spanish looks really good as well, I've been slowly learning Spanish over the past couple of years and having that feeling of pressure is so important.