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Messages - rrzl

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Journals / Re: Awaken - finaly finished! Ver. 1.0 aviable
« on: February 10, 2015, 11:52:38 am »
It probably would sell much better on Steam.

The extra monies that you don't really need that comes with it,
you can always donate them to charity, or fund other indie developer who really needs them.

This is actually pretty good. I can see a lot of potential in it.

I only managed to get 14 at most, anything more than that is impossible for me.
There's one time when I play the game as fast as I can, the green ball doesn't re-spawn, no way to proceed,
I had to kill myself. (a bug?)

Maybe you can add a power-up where you can destroy the squares, with a limited time?
so people can clear the room and actually progress before the whole room are full with the squares.
or a power-up bomb to clear the whole room at one go.  a power-up shield where the squares just bounce back when in contact?

You might want to consider putting the score on top of the screen rather than in the middle, its actually pretty distracting.
If its me, I wouldn't put too much things in the game ,  it'll be too messy and take away the charm it currently have.
A minimalist and simple, works perfectly with this kind of concept, but thats of course, just my opinion.

Kinda reminds me of the games from the arcade/Nes days like Pacman, and Snake on the Nokia phone. Simple yet addictive.
I spent a lot of time playing those games back then.

Keep it up!  :)

Game Art / Re: Pixel Art Thread
« on: February 04, 2015, 04:00:24 am »
A normal steps in the real world are normally 150mm / 15cm in height.

But, those lamp-post are not far off, actually. Most of them are somewhere in the 600cm region, slightly lower than 3- storey (2 1/2 ?). I've seen a short ones, but those are mainly in parks and decors.

(I've worked in architectural industry before, few years back)

Windows / Mac / Flash / HTML5 / Re: Space Pirate (demo available)
« on: January 23, 2015, 12:54:00 am »
Ahhh, yess. Thats perfect.

Game Art / Re: Non-Pixel Art Thread
« on: January 22, 2015, 09:50:38 pm »
Heyy, that looks good Kyle.
A very unique style that screams individuality to it.

Fixed Bugs (3.x) / Re: Shaking scene when not zoomed in
« on: January 22, 2015, 09:45:09 pm »
Unfortunately it only available for subscribers purplelava.
You have to wait for the public release of v3.3.

Suggestion Archives / Re: A list of ideas
« on: January 22, 2015, 09:32:37 pm »

UI redesign

Please don't. Instead, make it as an option, where you can switch between the new UI / classic UI.
It will be very frustrating to people who already familiar and comfortable using the current UI. A sudden change to it, will anger a lot of users. Great for new users, not so much for current users.

There's a few softwares that I have used for a long time, for work. Couple of years back, they decided to update and totally changed the Ui. To make things even worst, they even re-name and re-arrange the placement of them. Guess what, you can't switch back to the old Ui. A project that usually only took me a couple of days has become a week to complete.
Its like a slap in the face, "use it or GTFO". What a nightmare.

Windows / Mac / Flash / HTML5 / Re: Space Pirate (demo available)
« on: January 22, 2015, 03:08:08 pm »
The docking sequence, looks like there's a "jump" or missing frames. It feels like, the spaceship being sucked by a magnet.
 Something just doesn't look right,  ??? or maybe its just me.

Journals / Re: Replicator - Dev Journal
« on: January 22, 2015, 02:52:42 pm »

Lets not hijacked MadManAdam's topic any further yeah?

I guess its time to start your "Game Journals" KylePreston.   8)
Would love to see how your game progresses.

Ask a Question / Re: Go to run game log event comes up game wont start
« on: January 19, 2015, 07:53:01 pm »
make sure you install the 64bit version of java.

after you install the jre, locate it, and copy the inside of the folder,
go to \Stencyl\runtimes\jre-win and delete the inside then paste the new one (or backup first if you want)

the .bat file is just to automate the process,
to do it manually,  go to stencyl folder,
then hold shift, right click, and select "open command window here"
copy below and paste it on the cmd window

java -Xms64m -Xmx20480m -jar sw.jar

press enter, and stencyl will start automatically using the new set limit.

things that is installed in C, probably not that big to even bother (few kbs?)
the big ones, probably your workspace folder, just relocate it to your preferred drive.
if you do not know where this folder is, just open stencyl, go to preferences-->workspace

side note : I use SSD for my C drive too, a puny 64gb. Big mistake. Should have use a bigger SSD.

you might have missed that droxon, its recommended, but not compulsory.

Are Steamworks features required for distribution on Steam?
Many of our Steamworks features are popular with customers – like Steam Cloud support and Achievements. While we recommend that you include them in your games, they are not required.

but, I also would love to know,  whether the implementation was pretty straight forward.

Journals / Re: Bolt Collector (Working title)
« on: January 12, 2015, 06:38:03 am »
Lol.. yeah.  all them crunch-time definitely helps.
I'm in an industry with a tight deadlines too previously (I'm on my own now), fourteen hellish years, but not the game industry, advertising.

Maybe I should start gung-ho-ing on my game project, after I wrap-up on all these freelance job I'm on right now.

Journals / Re: Bolt Collector (Working title)
« on: January 11, 2015, 08:52:41 pm »
Congrats !
That's one heck of a speedy development.

Ask a Question / Re: Sencyl...
« on: January 11, 2015, 06:21:25 am »
If you are just using it for a hobby, and barely gonna use it for more than a couple of times a month, perhaps you should download the free version to play around.
If you are using it for professional use, $99 per year / $199 per year is not that expensive.

That is just roughly $8.25 / $16.58 per month. (7 euro / 14.06 euro)
A price for 1-2 Movie Tickets in some area or a couple packs of Cigarettes.

If anyone are currently working, have a stable job, or even just a freelancer.  I don't think there's gonna be any issue.

Think of it as an investment.
If you sell your game later, on FGL, or App Store / Google Play , or Steam/GoG/Desura.
Or even just upload it for free with ads / in-app purchase.
I can confidently say , that you will eventually get back your investment in less than a month at most.
(Just create a good game, of course)

P.s : All software have bugs. You can search for a workaround, or just wait a bit for the new updates to come out.
I'm sure the staff are working hard on it. Don't let it hinder you from doing what you love. just my 2 cents.

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