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coffeeraptor

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  1. Ditto to what Helladen said. I think I like the low-saturation look of the first but the second's sprites are in better order when it comes to perspective. Both look nice!
  2. Hi, A.J., and welcome! I took a look at your website, and like a lot of the themes you have presented. You have a gift for storytelling and interesting concepts. That said, I'd ask an editor type to look over your portfolio, as there were a few grammatical errors (mostly the use of apostrophes/possessive versus plural, etc) but do keep writing - these are minor details. As it pertains to Eclipse, you might try diving in and making a game yourself, as the learning curve for the engine isn't too steep. This will also give you complete freedom to create while learning the ways by which a game storyline properly immerses a player. This is how most of us who are of a creative capacity got started. Just dive in and good luck!
  3. Not in charge of it myself but I can tell the person who is, if you give me a specific thing that needs fixing. ;)
  4. Greetings, folks! Just a quick update from yours truly. We have officially opened Limited Alpha to our small crowd of donators, and things have been going pretty good. We've been crashing the server only occasionally, usually when we actively try to and don't unlock, so there have been some things to work out in that regard. Quest bugs are the biggest issue - NPCs not handing over items when they should, etc. But in all, not hard fixes yet. Those of you on the forums here will get access in February, and we hope things will be significantly more polished. We're honestly just as hard at work getting the word out about the game at this point, and that has been something I myself have been mostly tasked with, aside from generally adding content. More here: [http://www.indiedb.com/games/age-of-the-four-clans](http://www.indiedb.com/games/age-of-the-four-clans) and our new domain [http://www.dinosaurmmo.com](http://www.dinosaurmmo.com)
  5. Not a lot to report this week. Biggest deal was coping with what appears to be some screw-ups on my computer after uninstalling some software and apparently deleting some things that made VB6 agree to run on it. No big, as I'm sure it'll just take a weekend of reinstalling DLLs and OCXs and whatnots. Until then, we've worked on a system for leveling up transcendent classes that doesn't deviate too much from Skywyre's class system. Super simple… >! ![](http://gloryhound.info/wp-content/uploads/2015/12/ss1.png) Yay - Joeyjojoe made it to level 25\. He now can choose to continue on the path of the Lightwalkers as a Lightwarrior, or become a hybrid class… >! ![](http://gloryhound.info/wp-content/uploads/2015/12/ss2.png) Joey decides to become a Lightrogue, half Lightwalker, half Bloodfury. But wait - he still looks the same… >! ![](http://gloryhound.info/wp-content/uploads/2015/12/ss3.png) A quick stop to the town's class trainer allows Joey to change his look if he wishes… >! ![](http://gloryhound.info/wp-content/uploads/2015/12/ss4.png) Awwwyiss, now Joey is looking like a true Lightrogue. Dig the feathers, Joey! He can also change his scale color from dark to light or vice versa. His scale accents though (stripes, etc), will remain the same.
  6. Grats! Takes guts to come out, even just to a bunch of gaming people on the internet, so big kudos to you, Mal!
  7. Nice. I have a couple motorcycles myself. It's important to mix it up. Keep the rubber side down! :)
  8. Looking really great - I like your custom tiles, and overall think the graphics look awesome. Very interested in the hero/villain thing as well. Keep up the good work!
  9. Checking in, this week. As always, kudos to those of you giving encouragement and critique..! So, to begin, Rez made us a quick little video of gameplay spliced from using some of our characters to explore maps. That's been fun to promote. Here it is on Youtube: [https://www.youtube.com/watch?v=66U9AKsfOWs](https://www.youtube.com/watch?v=66U9AKsfOWs) Second biggest thing was working with the new Skywyre server update which is wholly awesome. There _are_ a few customized things our version of Skywyre uses that I've needed to muck about with, but so far so good and I for one am really looking forward to using this version of server. We ran into a snag when inviting some friends to play and had our first crash in a long time. Luckily, it was due to some ridiculous amount of healing over time being set off by one of the spells, so we quickly fixed that and had a good time of trying to crash it again, which we never managed to do. Thumbs up there. Work continues on mapping, quests and general content. The fun stuff, as it were. Still looking forward to a limited Alpha in January! More to come as always.
  10. Dynamite - I have a few edits to make so it can run with A4C, but I can tell this is going to be really good. Nice job!
  11. Looking great - grats on launching it. Can't wait to play!
  12. You as well, and a merry happy to everyone out there! ;)
  13. The dungeon system is looking really good. The game looks "robust", really nice and pro!
  14. Thanks again for the good vibes, guys! Work this week mostly consisted of map making and tile polishing (still). But we did break up the monotony with a few more interesting things. One of our devs, Reznor, is going to school for multimedia design. He basically is building us a Wix website he can also use as one of his graduation portfolio pieces. It's coming along pretty good and we've also got a mailing list he's running that'll be another piece for his portfolio. Here it is thus far: [http://evolvmailbox.wix.com/ageofthefourclans](http://evolvmailbox.wix.com/ageofthefourclans) Rez's class requirements include social media, so he also has us on Twitter and Facebook, too. We also started to think about monetizing and started nailing down our model. Basically, our aim is to be a free MMO but donators will be rewarded with insights into the game, be able to vote on features, etc. We're keeping a close eye on items we'd give out to these donators in-game, since we don't want it to become pay-to-win, of course. For the most part, these items will be aesthetic - a different sprite variation, a unique looking spell, limited "stimpacks", etc. We'd like to give to our donators on a monthly basis, so we chose Patreon as our go-to channel for that. We have plans to release an open Alpha free to certain people (like you guys on this board) but for random persons we don't know who just stumble across the game, we're putting a $5.00 donation tag on that for now. The best thing I think, to me at least, was getting online with Matt/Green over the past weekend and putting together some of the arena games… In-game games if you will. We had a lot of fun just trying to make goal-oriented, ctf and gauntlet style games. Came up with a few stinkers but also some things I think people are going to enjoy as a diversion. Also a special currency system for winning arena games was founded. As I said, lots of fun and especially with placeholder sprites: >! ![](https://pbs.twimg.com/media/CVEPHEtWoAAJ_yE.png) That's all for now. More to come. Certainly more mapping to do. Lots to do in all, but I feel we're into the fun bits of getting a game together at this stage, with things running stable for a month. Feels good to be working on sprites and not working out crashes and etc. ;)
  15. Thanks again, all. This week work has continued on spriting and tilesets mostly. I want to completely replace all the default and RMVX tiles to custom ones (hence the blurry/sharp contrast James and others pointed out) so getting rid of "placeholder" tiles has been a priority. A big part of what I'm doing now is mapping. I do about 5 maps a week. Right before I posted work on the project to this board, I trashed a good 30+ maps because I had gotten better at using the tilesets, and mapping in a grid fashion was only giving me boring looking backgrounds. So what I did was a more shoot-from-the-hip method that ended up more intuitive. There's still a planned grid, but the maps don't feel like row upon row of *standard background with trees*. They've got a bit more character. Also fixing some bugs and problems when working with really big sprites (for bosses and etc) Anyway. Some screenshots: >! More tile work… ![](http://gloryhound.info/wp-content/uploads/2015/11/ss-laute.png) Placeholder big boss with appropriate name… ![](http://gloryhound.info/wp-content/uploads/2015/11/ss-omfg.png)
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