Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Dark Crusade

Members
  • Posts

    5388
  • Joined

  • Last visited

    Never

Everything posted by Dark Crusade

  1. > Actually, I'm currently drawing primitive lines and slowly bending their x/y coordinates using trig functions to create an arc. I'm setting the spread angle to 360 degrees so that they create that circle effect. I am then rendering the resultant pieces onto a black texture using multiplicative blending. After that, I finally render the texture onto the screen to get the desired effect. > > > > Please don't jump to conclusions next time. > > > > Thanks, > > John Sorry if I upset you, but why all the effort? An overlaying mask would have achieved the same effect, would have been more optimised (no pointless calculations), and would have not wasted your time. Your 'spotlight' isn't even lighting. Lighting is a blend of different values. Your mask is obstructing the view and allowing the player to see through a small hole, which in my opinion is quite unaesthetic.
  2. Overall everythings too muddy. You need some distinction between ground/wall/cieling. The only thing that stands out is the pipes.
  3. I like the smaller house. Good color choice also
  4. > ![](http://i.imgur.com/ya2SVYI.png) > > > > > > Finished some basic lighting. > > > > I'm going to work on this a bit more when I learn some better lighting techniques. Lighting haha? That's just a mask
  5. I played a game called 'Shoot First' which had more messy dungeon rooms. The rooms were less squared, there were remnant walls in between rooms, and the corridors were more windy. Perhaps it hits a good 'in between'? ![](http://www.indiegames.com/blog/images/timw/shootfir3a.png) ![](http://www.indiegames.com/images/timw/shootfir3b.png)
  6. > I don't know. To be honest, after seeing the dungeons that Kreator posted, I didn't really like them too much. Really? Your current algorith is a complete mess. The walls are clunky and have no structure. The area is completely opened in the strangest shapes, and littered with random tiles of unconnected walls. Dungeons are man/creature-made, so they should at least look more accomodating and interesting. I hate to say it but I can't imagine anybody enjoying exploring and questing in the current maps.
  7. A company title needs to be a few things- 1\. Be memorable 2\. Be original 3\. Be observable (It should some-what sound like a game-studio name) To make your company name renowned it's all about your games/productions. Square Enix is highly respected because of their popular titles.
  8. Definately left, its both more appealing and more original.
  9. > You should have a warning in the beginning which is also in a very comic-like style and looks like you can't take it serious :D > > > > -seal Haha that's the plan! > Downloaded the latest version. But, for some reason, I crash when I talk to the weapon sales dude. That's incredibly odd. Did it happened more then once? And did you get an error message?
  10. Donjon's dungeon generator for D&D games has an incredibly good algorithm and flexibility/customisation. Maybe some of it's options can inspire you. Here is a map I generated- Square layout, huge size, scattered and large rooms, errant corridors. ![](http://eclipseorigins.com/community/filehost/99a491515c0ad0625bb270a7682d4af2.png) And here is a cavernous one I generated as well to give you some ideas. ![](http://eclipseorigins.com/community/filehost/99c707d0ec79b4bbb7415c36124b0799.png) [http://donjon.bin.sh/fantasy/dungeon/](http://donjon.bin.sh/fantasy/dungeon/)
  11. Thanks guys. I'd love to show off this feedback excerpt I got from another forum I posted it on. I was quite happy with the initial shock-response I recieved! > Ok, so I figured I'd try this game out. First things first, you need a freaking warning somewhere that this game contains graphic content and such… because I mistook this game for a mostly lighthearted comedic game... but it's pretty much the most graphically violent rm game I've played in recent memory. Seriously, especially considering the game is about cute little animals there should be some kind of warning, the contrast will be powerful enough even with a heads up.
  12. Whatever algorithm your using for the dungeon map generator is uninspiring and clunky. I'd love to see you improve it so rooms and corridors are more defined and the dungeon looks more fun to explore.
  13. I'm looking for feedback in this one, so could players whom reach the end of the demo please tell me- a. How much money you had when you reached the city? b. What level Black Cat, Brown Dog, and Yellow Duck are? That way, I can balance the game better, including shop prices in the city. Anybody else who wishes to be elaborate in their testing, and give me a list of feedback, statistics, and suggestions I'd be very much thankful for. Such candidiates will be credited as a tester in the final release.
  14. New Demo and Alpha Trailer! ****Trailer:** http://www.youtube.com/watch?v=k3vMIWxIPew **Download:** [http://www.mediafire.com/download/hw8g24f2815hco3/Black+Cat%27s+Story+v0.4b.zip](http://www.mediafire.com/download/hw8g24f2815hco3/Black+Cat%27s+Story+v0.4b.zip) Version: Demo 4 (Always check the original post for the latest demo) **Concept Art:** _Ruffus, the main antagonist_ ![](http://eclipseorigins.com/community/filehost/e4e6c534a67e0ded9b08e5b033f1f665.png)**
  15. Screenshot Saturday! (It's not Saturday but Black Cat don't care) ![](http://eclipseorigins.com/community/filehost/3adca707e5073231283214eaa3d1d172.png) ![](http://eclipseorigins.com/community/filehost/40e7df497fa4edb210b9130f9755befc.png) ![](http://eclipseorigins.com/community/filehost/69996ef9392bc66a0946d7c28f0cb5f1.png) ![](http://eclipseorigins.com/community/filehost/0043eef854b50bf349fd1f667ebd1b60.png)" I've gone through the game and eliminated all bugs I could find. Im nearing finishing the city, and then I'll probably release a new demo and the teaser trailer as promised. :)
  16. Even if this was pixel art (which it's not), why exactly would you show off this and all of it's 9000 awful recolors?
  17. > I really like the "solid"-ness to these graphics. Their boldness reminds of me of a blend of both Pokemon (mostly the palettes) and someone's off-hand paint project. They add-well to the subtle pre-school ambiance of the game. A bit uncanny. > > (Have I already said that in this thread? "Uncanny"?) > > > > _edit: turns out that I have…_ Thanks mate. My goal for the graphics was to achieve something that at worst looks bearable, however portrays that the game is either a). not a serious attempt, or b). a parody/silly game (or perhaps I should say uncanny game? :P). This project spawned as a joke between friends, but its slowly evolving into a full length game. And best of all, I enjoy working on it so much, its so good to have a project I don't have to take seriously and I can have so much fun with. It's such a break from the hard work in Elandor Chronicles. > Your choice of words are uncanny in that they are inexplicably mysterious.. @_@ > > > > On-topic: Keep it up Kreator. This game makes me laugh, and I want to play it again! Thanks, I got some good stuff coming up, new demo in the coming weeks. I'm going on vacation for a few days tomorow, and I also got a lot of work, but I'll be back working for a new demo hopefully in a week. I've almost got enough content for a teaser trailer.
  18. > I was playing but I had to come here and say this."The other kids are school used to throw rocks at black cat". Pure gold! > > > > EDIT:Ok I'm officially in love with the dialogues."BLACK CAT MONEY NOW" Haha thanks! :D …. I'm Black Cat
  19. Retro as fack. Keep the previews coming.
  20. > I definately am interested :) > > Any new stuff in the older areas aswell? > > > > -seal Of course, there are some more drops, such as the slimy snail having a chance to drop it's shell which can be used as a shell. The big plan is once I finish the initial version of the game, (get all the areas mapped and the storyline done), I'll go back and add double the content, including more characters, expansive dialogue depending on party members, more secrets, lots more items, some rarer spawns, etc. I've also decreased the spawn rate so it doesn't become too frustrating when you wish to explore, and not be bombarded with encounters. I'll continue to tweak this until final release, until everyones happy. I'll probably make some pokemon-inspired 'repels' available to buy. Just finished a quick-travel system also. Progress is smashing.
  21. Loads of progress done. For an in-joke, this game is sure coming a long way. Here's a few more screenshots. I'll have to release a new demo soon if there is interest! ![](http://eclipseorigins.com/community/filehost/05c30c3c5687f9e71cf9798eafb39c35.png) ![](http://eclipseorigins.com/community/filehost/a06fa09f78863b70c901015bbc1d3c79.png)
  22. > Good idea. A change that I would definately like to see is more equipment. Until the end on level 7 i dropped nothing but knives and 1 whip which all weren't really that good. I think some more equipment would give the player some more sense of accomplishment. I especially loved the small side-quest-like things like the secret passage in the beginning where you get more hp and the little dialog on fighting a tree :D > > More of such wouldn't hurt in the future too. > > > > -seal Thanks for the criticism! I'll definately do that. :) And wow! Level 7! I've had a few friends test it and I've watched them and on average they were level 5 by the end of the demo. I assume you thouroughly checked each area and fought all encounters. Any criticism as for difficulty scaling? The game starts off easy to cater for both new players, and also the fact that the players at level 1 have no items or skills. (Also, the boss at the end of the demo has a bug where it died way too soon, so ignore that). However, difficulty will scale higher as they have more opportunity for items, skills and strategy. Unfortately I've made the game up as I went, so I didn't really make much content yet, but I will fix that. The next demo will feature an actual city with lots of shops and more content. I'm also going to continiously revist and revise earlier areas to make it play out a bit better. :)
  23. > Gamescreen, Y U SO SMALL? Oh, and you can use alt+enter for fullscreen, or press F1 and tick the fullscreen box. I'll throw it in the game settings options for changing the resolution for a future version. :)
×
×
  • Create New...