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Messages - Bombini

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Journals / Re: Merrak's Isometric Adventures -- Alpha Build 2 Released
« on: February 12, 2019, 12:51:18 am »
Lately I've been working on the save game system. I cleaned all the game initialization (placing enemies in maps, objects in maps, setting door states, etc.) code out of the boot-up sequence. The game is now setup when the "New Game" option is selected. If "Load Game" is selected, I'll be able to set up the enemies and objects in different positions.
I use a the same concept. A bit messy are the view checkpoints i use in the levels themselves but thats fine.
I also now have some new game screens.
Look very cool. Will the scroll horizontal when changing screens?

Journals / Re: A Foresty Game
« on: February 11, 2019, 06:53:32 am »
Very good stuff!
The concept reminds me a bit of Crashland (iOS).

I would like to share a thought.
Obviously you need an inventory for this game. But try not to get lost in complex features like the day and night cicle which are fun and make your world immersive but dont add yet to the core game play fun. Again, i think you are doing it but there is alwys the risk of getting lost in those projects. "Try to focus on the bare minimum fun/gameplay first" is i guess what i am trying to say ;)
Let me chop trees and build stuff.
One more thought: Think about how you can stikc out of the other games. Have one idea that is unique.

Sending you a lot energy!
Btw, no need to be an artist. there are a lot cool and not very expensive game art sets on for example to get started.


Journals / Re: Merrak's Isometric Adventures -- Alpha Build 2 Released
« on: February 11, 2019, 01:07:31 am »
My thought on the map was to take something like Bombini suggested (mock-up below) and implement it as a skill "Perception" that you can get in the hub area.

I like this a lot! This would be very helpful. Maybe add the final goal of the level (if there is one) as a yellow pixel.

I'm surprised you only got 25 FPS...

FPS: I used Fraps which has been a reliable source for me. The game felt fluet all the time and i have never seen something like this. The FPS would not go up to 60 when ideling. It would stay where it was at last. Maybe you pause the system when not getting input form the player? Each direction i went had different FPS ranging from 25-60.

Journals / Re: Merrak's Isometric Adventures -- Alpha Build 2 Released
« on: February 07, 2019, 05:51:45 am »
Hi merrak,

first of all...congratulations!
This is a huge step and i really enjoyed it. Thanks for sharing!
I would like to share some hopefully constructive thoughts:

  • My system: Windows 10, Core i7 @ 2,1GHz, 8BG RAM, Intel HD Graphics Family
  • 5-10 frames in start menu
  • 25-60 frames in game depending on which action or direction (does mot scale up to 60 when i am idleing). It feels very fluent.

Various observations:
  • Options screen is not working
  • The font in the about screen is very difficult to read
  • The big door in start room which cant be entered still confuses me
The version you shared is fantastic, its fun, its great. Has its unique style. Here are a couple of things i would like to have to make it even better.

What i would like to add:
  • The game feels a bit empty right now. I would add more interactions. Either more small/weak enemies or more switches or more traps or more lootable objects.
  • Level progression: I dont know how far i am in a level. How far it will spread. Either add a map (that you already think about) or some sort of progression bar to see how far i am to keep me motivated
  • More interactions with enemies: One of the features i enjoyed most was that enemies follow me. Why not have enemies which attack each other. Lets say monsters or lions which i can lure to humans and so on. This would be great.
  • Navigation: Adding a map would be great, or a compass to show me where to go next. Where the next main objective is. I would also add tiny arrows add the level borders to show where you can move to. Its not alwys clear from the lighting.

Compass and arrows:

I love those "almost" secret rooms. Such a great feeling. Please hide more not so obvious secrets. This could be one of the unique selling points of this game:

Would i buy it if it had a bit more content? Yes!

All the best,

copy paste usually works but i also often just go into the ressoucr folder.
Depending on where you set it up (check preferences) i should be somewhere like this:


Ask a Question / Re: How to do a laser pointer that can be interrupted?
« on: February 04, 2019, 01:04:38 am »
you could use the raycast extension.
I dont have experience with it but maybe this helps:,56267.msg299320.html#msg299320

Ask a Question / Re: How should I go about a lighting system?
« on: February 03, 2019, 11:30:02 pm »
This is very interesting guys!
Could you attach the fixed version?


Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: February 01, 2019, 06:46:23 am »
Bonjour all you Space Pirateros!

Today is a very important day. I finished the side conversations behaviour which has been the most complex behaviour i ever created. It was a mess of half working events now tunred into a fine working behaviour. But...i will never ever create such a thing again (on the other side my skills improved a lot going through this). It was so painful. My brain still hurts ;)
But let me explain what and why.

Each story mission has a briefing and a debriefing each with one dialogue with as much NPCs joining the dialoge as i like. Some of the NPCs have up to 7 personal conversations (dialogues) which are about the background and the motivations of the NPC. These unlock in specific missions. You can consume them to a certain degree but you dont have to.

Let me give you an example: The player is in story mission 8. Lets call the NPC Susan. Susan has 6 personal conversations in total and the player unlocked personal conversation 1 in mission 2, personal conversation 2 in mission 4 and personal conversation 3 in mission 5. The player could consume onepersonal conversation in mission 2, 4 and 5 or all 3 in mission 5 and higher.

The system has to keep this all in mind, load the right text and control various animations in a lot different actors. But...i am happy that its done. It adds a lot flavour to the game and makes the NPCs more belivable. This brings me much closer to the Beta which i want to have in a couple of weeks.

I started setting up a website for the game and i started working on the presskit before i start working on the soundtrack. Have a great weekend,
Bombini signng off!

Main dialogue, followed by personal conversation. Three different NPCs offer a personal conversation (which could be followed by another personal conversation for one NPC) in this example:

Windows / Mac / Flash / HTML5 / Re: which do you like better?
« on: January 28, 2019, 08:21:41 am »
I am going for #1. It has more character and is unique. The #2 looks generic to me.

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: January 25, 2019, 01:00:05 am »
It does look amazing. To me it looks like smoke trails, but maybe the two ships at the back should have trails too.


Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 24, 2019, 06:25:44 am »
Ok. Let me know when you think you are ready.

Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 23, 2019, 11:41:25 pm »
Cool cool!
Can we play a bit to check it out?

Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 23, 2019, 12:07:34 am »
Very cool!

Windows / Mac / Flash / HTML5 / Re: Poppytail Series
« on: January 21, 2019, 11:31:48 pm »
Sounds like a good decision.
Try to cut as much as you can while still keeping it fun.

Windows / Mac / Flash / HTML5 / Re: Soultrail Saviour [WIP]
« on: January 21, 2019, 05:25:40 am »
I actually use two different color palletts to get the effect you explained.

Yes i see but i think it would be better readable.

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