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Messages - Bombini

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Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: March 15, 2018, 01:45:26 am »
one last recommendation before my trip.
A quick read and very good insights on indie game development:

Nothing new but check it out in case you missed it.
Its from the cretor of Spelunky. His challenges and learnings.
In a nutshell:

1. Choose an idea for a game that satisfies three requirements: it's a game that you want to make, a game that you are good at making, and a game you will wish you had made.

2. Actually start the damn game. Writing design documents and planning doesn't count.

3. Don't roll your own tech if you don't have to.

4. Prototype.

5. Make sure the core mechanics are fun.

6. Choose good partners (or work alone as long as you can).

7. Grind is normal, so factor it into your plan.

8. Use awards, competitions, and other events as real deadlines.

9. Push forward. Don't get hung up on one part of the game for too long.

10. Take care of your mental and physical health.

11. Stop making excuses for starting over. Halfway through any project you'll always feel like you can do a better job if you started over. lhis cycle will never end until you put a stop to it.

12. Save it for the next game. Do you have a brilliant new idea that requires extensive changes or pushes back your deadline? Save it for another game.

13. Being behind schedule is a great excuse to cut unnecessary content.

14. If you do quit, scale down, not up.

15. Remember that the last 10% is the last 90%. You're never as close to being finished as you think you are.

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: March 09, 2018, 12:15:56 am »
Cool!! Literally  ;) You too have a nice weekend!
Thanks :)
Updates will be a bit slower in the next weeks because i will be travelling a lot.......VACATION :)

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: March 09, 2018, 12:09:38 am »
hi guys,
adding a new type of level themed "ice" with its characteristics and enemis:

Have a nice weekend!

Chit-Chat / Re: Is Flash's popularity decreasing?
« on: March 08, 2018, 03:17:40 am »
Does require no tax information?

Chit-Chat / Will someone be at GDC this year?
« on: March 05, 2018, 02:58:55 am »
will someone be at GDC this year?

Chit-Chat / Re: Can we really publish to STEAM ?
« on: March 01, 2018, 12:22:07 am »
Does anyone have experience with releasing on G.O.G.?
Is suited better (for specific genres maybe)?

Any thouhgts?

Journals / Re: Merrak's Isometric Adventures -- In-Game Map Editor
« on: February 26, 2018, 11:50:41 pm »
This is soooooo coool!
Just trying to get it running and playing around with it is already a game itself.
Its edgy but so much fun.
I cant find words to express how much impressed i am!


Journals / Re: AuroSword
« on: February 23, 2018, 07:02:13 am »
wow! pretty neat.. lots of character out of such few pixels! i am also starting a top down game.. ill go with more snes pallet and pixel art.. if i can

Journals / Re: Merrak's Isometric Adventures -- In-Game Map Editor
« on: February 23, 2018, 07:00:54 am »
Very impressive!

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: February 23, 2018, 06:52:22 am »
I added an oxygen system for all levels. Fans "produce" oxygen.
Fans will stop "producing" oxygen if you destroy all energy sources in a level.
You need oxygen ;)

I have to test a bit to check the fun (and make the fans prettier).

Chit-Chat / Re: My top-down-shooter 'Digibots' released on!
« on: February 16, 2018, 01:02:47 am »
Two thoughts:
  • The launcher seems to be a bit overpowered
  • I wish you would zoom out a bit. I had difficulties seeing the enemy for example in the level after the first story segment


Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: February 12, 2018, 11:48:38 pm »
Thanks a lot for this very helpful feedback guys!
I am reconsidering my thoughts on the title. I like the series idea because is would like to use the "engine" again.
Maybe i just stick with Space Pirate :)

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: February 12, 2018, 12:12:43 am »
Thanks a lot for the input!
I see your points. One problem i have a bit with Space Pirate though is that there are already some games with a similar name:

But of course it describes well what the game does. Space Pirate would even work with the story because you are tunring into one. I dont want to change the background stroy now because its more about the dialogue and gameplay which is a lot fun in my sense. I will think about the name.

Maybe there are some opinions?

Windows / Mac / Flash / HTML5 / Re: Space Pirate
« on: February 09, 2018, 01:34:44 am »
Hi guys,

 a thought i had for a long time. How will i call this game?
The game changed form its original concept (Sid Meier's Pirates! in Space) to a story driven space adventure/light rpg.

The background:
By the year 5072, humanity depleted Earth’s natural resources. Hardscrabble soil led to famine, and elevated regions became uninhabitable as oxygen levels continued to drop. When aquifers withered away, wealthy countries learned to melt the ice caps for drinkable water, but their overzealous efforts led to flooding that devastated island nations.
It wasn’t the apocalypse, but it was close. Scientists predicted a societal collapse within two centuries and the end of humanity within the millennium.
In a flurry of activity, world leaders instituted a program aimed at discovering a new habitable planet. Space shuttles launched into space, each equipped with a team of twenty. Each team was promised unimaginable wealth should they find a new planet on which humans could live.
The world leaders called this plan GoldSpace.
Although each GoldSpace ship contains twenty members, only five are awake at any one time. These five, known as the Actives, are placed into pods in the ship’s control room. These pods are filled with a kind of nutritional sludge that greatly reduces the process of aging. As a result, Actives could live for almost a century and a half, though they rarely do thanks to the dangerous natures of their jobs.
The remaining fifteen team members rest in similar pods in the back of the ship. In their pods, however, the sludge is thicker, more viscous, and in it resides a drug that brings the human body to a near standstill. In the Preservation Pods, humans can live for up to five hundred years before needing to be awoken.
The five roles in a GoldSpace pod belong to the  Astronomer, Pilot, Technician, Biologist, and Rogue. The Astronomer serves as the ship’s captain, charting the course and managing the team’s morale. The Pilot navigates based on the Astronomer’s orders, and the Technician fixes the shuttle’s technology whenever it breaks. The Biologist examines bacteria, creatures, and soil samples so as to determine the viability of the planet to a human’s genome. Finally, the Rogue: this recruit possesses a military background along with a basic understanding of biology. He visits the planets to acquire samples for the biologist, doing his best to survive what the environment dares to throw at him.
Each team of twenty follows the same plan for its backup. A prominent statistician calculated this plan according to the life expectancy of each job. All GoldSpace shuttles, therefore, hold two Captains, two Pilots, three Technicians, three Biologists, and ten Rogues.

"In the year 5072, humanity depleted Earth's natural resources. Scientists predicted societal collapse within a century, and Earth's demise within three."

"Desperate, governments around the world formed a coalition, ultimately creating a program named Goldspace."

"In exchange for their place on Earth, recruits were assembled into teams, given spaceships, and launched into the sky."

"Should anyone discover a habitable planet, their crew would be given unbelievable wealth."

All lines fade out. An image appears on screen:  the awakening of JAVORNIK HENDERSON.
Suspended in a tube filled with cold, blue slime, Javornik twitches as the wires embedded in his skin send a ripple of electricity throughout his body.

"In 5213, I awoke from stasis."

Game name:
I would like to rename it to GoldSpace (fits better context and concept, is not as used and a bit unique).
What are your thoughts?

Chit-Chat / Re: Stencyl seems to be kinda dead
« on: February 08, 2018, 02:18:36 am »
Some thoughts on learning Stencyl/the Forum:
I think i would have been very lost in the beginning without Stencylforge. It was a good way to get progression fast, try ideas and it showed me what Stencyl was capable of. I did not understand the behaviours very well which was ok but i got into Stencyl fast.
Slowly i started removing all those behaviours form my project with my own once my skills got better. A very nice experience.
This is not there anymore but i have to mention that now you can get very good video tutorials (for example from TheIndieStation).

Also, i always got very nice support from individuals like you guys whenever i had a serious obstacle i could not come over.
Asking nicely works very often ;)

Stencyl in general:
I for myself am missing a market place where i can buy behaviours which are too much work for me for example. I am missing some features (like a proper light system) in general but this is related to the tech of course.
The community is very nice and very helpful (of course small). I also want to highlight Justin as a very reliable source of help or information.
The product feels abandoned though because the communication about it is low and it would need some sort of customer support who updates the website regularly with a product vision and strategy.
Getting a personal update every 2-4 weeks on the frontpage would do magic.

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