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Messages - Bombini

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Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: Today at 12:54:01 am »
Hi Space Pirates!

progress can be hard. Especially when you have just "to do " things like testing and editing configs to make things work. I also strongly believe that every project has this "i cant see it anymore" point of no return which is dangerous.
But...i am starting to see the finishing line. And this is a good motivation boost. I dont see it clear on the horizon yet but i see a shimmer of it and i am getting there. I can already smell it a tiny bit. Pressing the compile button for something around version 1.0.

Oh sweet life :)

Want to take a look on my testing sheet?
Here you go:

Windows / Mac / Flash / HTML5 / Re: W.I.P Project : Galaxiconia
« on: Yesterday at 11:15:59 pm »
Looking good! Keep it up!

Ask a Question / Re: fully interactive questions
« on: Yesterday at 03:24:28 am »

Ask a Question / Re: fully interactive questions
« on: Yesterday at 01:24:37 am »
Typing the name in or choosing from an option?

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: Yesterday at 12:56:42 am »
Hi guys,
here is a small little feature i needed for some levels.
EscapePods. Enter them and you are pushed far distances.
In this case right inot another ship :)

I still have to finetune an imations and stuff but this is fun already.

Windows / Mac / Flash / HTML5 / Re: Cube Shoot Demo
« on: October 12, 2018, 03:26:31 am »
Cool little project.
I think it would be even better if you could destroy the obtsacles.

Ask a Question / Re: Progressive Background Effects
« on: October 12, 2018, 01:34:28 am »
i dont know if thats possible but you could use fullscreen actors as backgrounds and blend them into each other.

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: October 10, 2018, 11:58:30 pm »
Hi Space Pirates,

one thing i would like to share which makes my life much easier building this game.
I have a ton of parameters to define which i do through attiributes.

A simple enemy alone has for example those:

What makes my life easier is adding "if has value" whenever i use attributes because sometimes i just forget it or its not needed. This way i dont get error messages all the time:

I also use defaults often. If has no value then...
This can be very useful aswell. Imagine you are using a behaviour for 100 different enemis and 60 of them are human. Why noit make the human sounds for example the default.

Just a tought i wanted to share.


Windows / Mac / Flash / HTML5 / Re: The Horror Game With a Working Title
« on: October 10, 2018, 11:00:27 pm »

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: October 10, 2018, 05:22:14 am »
I am actually thinking about it and thanks for the idea :)

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: October 09, 2018, 11:11:47 pm »
It's fun to dream :D

It is one of my main motivators :)
Reg voice: I like that it is a module. I can finish the game and add it on without big "changing" the game. Thats why i could consider collecting the budget and i might do. But first i need to have the text all in to see if it plays out well (pacing, logic etc).


Windows / Mac / Flash / HTML5 / Re: Demon Shooter
« on: October 09, 2018, 05:34:15 am »
I agree!
Maybe letting the player shoot multiple projectiles is a solution.

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: October 09, 2018, 02:15:31 am »
I have one more "dream" (similar to a light system; even stronger) which would be fantastic to have for this game but i think this might be too much as well. I would like to have it but its a dream: Voice acting.
I love good voice acting and it takes a game on a completely different level.

Let me share some figures (based on prices in Germany/Berlin):
  • The game has roughly 15400 words (English only).
  • Those are spoken by five main characters (3 men, 2 women) and around 10 side characters.
  • A voice actor (with the quality i am looking for) costs in Berlin/Germany 150€ (172$ as of today) per hour
  • A voice actor can record 1000 words an hour.
  • A studio including engineer costs 60€-75€ (68$-86$)per hour

This translates into:
  • I need roughly 15 hours.
  • Costs: 2250€ for voice + 1125€ for studio = 3375€ (3873$)

Puh :)
Obviously you can start arguing why you need a studio with engineer etc (my skill in sound recording/radio studio is actually very high) but you need to know that those voice actors wont do home recording etc.
I will do some more research on other possibilities but i want a certain quality if i do it. The price above is above my budget though.

Have a great day!

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: October 09, 2018, 01:18:15 am »
I am thankful for your answer merrak!
I had very similar thoughts and i happy to see that you share this view.

My conclusion for now: It is too much work.

I might use subtile/barely visible glows for alerts and stuff but not try to simulate a proper light system.
Maybe in Space Pirates II. I will first finish this game and decide what to do afterwards.


Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: October 08, 2018, 01:38:56 am »
It is a very good point yes and i agree that the pixelalted gradient looks nicer (or more consitent as you say).
I dont want to open pandoras box here though.

A lot of questions seem to pop up. How do i merge multiple gradients with multiple light sources? Should the object be above or below? Below seems to be wrong with sharp gradients. On top is a bit better but the objects still would need illumination as well or it looks weird. Isnt that weird using fixed shadows?

I am still undecided if its not too much work. I might just use subtile light gradient (pixelated though) in the worst case.

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