This looks pretty fun. I like the interior lightning, and the in-depth functionality like some of the new features you showed. The concepts sound fine to me, I can't really give too much useful feedback without playing it.Whatthefuck wrote: ↑Thu Jun 08, 2017 1:23 pm hey guys, haven't posted here in a while, just made a somewhat lengthy progress update video on that game dev sim game I'm making:
in there I explain the new game expos feature, the work-in-progess story mode and show various general improvements
give it a watch if you have 6 mins to spare, I'd appreciate the feedback
as usual, keep in mind that the sprites are placeholders and the UI is 100% not final, I'm going to hire an artist once I'm done with most things code-wise
What's everyone working on? (tigsource inspired)
Re: What's everyone working on? (tigsource inspired)
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Re: What's everyone working on? (tigsource inspired)
hey, thanks for whatever feedback you can provide based on what you see in the video, haha
I was actually waiting for someone to comment on the lighting, because I was unsure whether anyone liked the way it looked at all, as for the feature depth - that's just scratching the surface, I can only mention so much in a single video, but I'm going to get into the habit of making videos like this more often, so that I don't have to stick several weeks/months worth of progress into a single video and leave out less important, but interesting nonetheless, features out
any tips on what whether there's anything I could do to the format of these types of videos to show more/less of specific stuff?
- LudvickToba
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Re: What's everyone working on? (tigsource inspired)
I'm still pretty new to LOVE, but right now I'm working on building a small rpg like town that you can walk around, talk to npcs, and enter houses. So far I've got player movement, collisions and screen scrolling down as well as npc movement. Right now I have to figure out how to make a warp tile for doors.
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Re: What's everyone working on? (tigsource inspired)
Kind of like how rpg maker works. I suggest you put a rectangle sprite or object in that grid,but not visible, then when player collides in that. Move to a new scene or roomLudvickToba wrote: ↑Wed Jul 12, 2017 5:28 pm I'm still pretty new to LOVE, but right now I'm working on building a small rpg like town that you can walk around, talk to npcs, and enter houses. So far I've got player movement, collisions and screen scrolling down as well as npc movement. Right now I have to figure out how to make a warp tile for doors.
My GameDev Website
Going Home:A Pixelated Horror Game
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Nga pala, pinoy ako.
Going Home:A Pixelated Horror Game
My Repositories!
Follow me lovingly!
Nga pala, pinoy ako.
Re: What's everyone working on? (tigsource inspired)
Just played Dustbowl and it was great!
Re: What's everyone working on? (tigsource inspired)
Thx a lot! (Please, leave a small review on steam
Aeon of Sands looks neat! I'm a big fan of Dungeon Master and EOB (and some more from the almighty Amiga )!
Re: What's everyone working on? (tigsource inspired)
Sure, i will. I esp. liked that/how you used AGS for it.
Thx. Yes DM the alltime fav. But Aeon of Sands will be different. Not a normal dungeon crawler how it might look like ;-).
Re: What's everyone working on? (tigsource inspired)
Thx!
DM for life for sure!
Interesting! How different?!
Maybe we should talk about this in another thread hehe
- LudvickToba
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Re: What's everyone working on? (tigsource inspired)
Thanks for the tip, trying to code it right now! I'm using bump for collision detection for this project, and making a map file that displays what's current map is loaded and a map list file to grab map info from.yetneverdone wrote: ↑Thu Jul 13, 2017 5:34 am Kind of like how rpg maker works. I suggest you put a rectangle sprite or object in that grid,but not visible, then when player collides in that. Move to a new scene or room
Re: What's everyone working on? (tigsource inspired)
Hotline Miami and Max Payne inspired top down shooter
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