angstloch's Forum Posts

  • ow man blender is not by any means for beginners. Id say Poser and DazStudio. Can't compare with Blender, but they are dead simple and let you animate (somehow). And at least Daz is free -- not sure about Poser. Also, there's TONS AND TONS of free 3D content for them (check sharecg and renderosity -- just for starters!). If you rather want to sculpt your own stuff I'd hit Sculptris (the lite, free version of ZBrush).

  • hey bc, how you doing. I've been digging your ASRS demo from itch.io and made it to the first boss (yknow, lumberbot). It's looking great and the story looks promising -- that lil bot with post-traumatic repression issues, cute and creepy just in the right proportion. The mechanics ran smoothly and the enemies behaved properly... It's plain to see it's a work of love, made with dedication and care.

    I wonder how do you plan the whole thing. I mean, do you have a plot in mind and make levels accordingly, or rather thinks in terms like "I'm gonna do up to 20 levels"...? I thought the whole game was taking place in the factory -- going out hints a much more ambitious effort. Wonder if you have new environments in mind.

    Couple of things I need to criticize, in order to feel constructive:

    • The lerp fx feel a bit shaky. It might be something with the pixel images, or a tweakable issue. I think I tried and eventually discarded it once... felt somewhat outta place in a pixel game. (That might as well be plain nonsense. Most people seem to love it).
    • And I'd simplify the controls. Why do you need (i'm on a laptop) a keyB for the dialogues then keyE to go through a door then Shift to shoot? I'd make both WASD and arrows operative so players can choose whatevers more comfortable for them. And then use only one action button (which would work with Spacebar, Intro, and Shift, so again is up to the player to choose), which would open doors, go through speech or shoot 'em robots depending on the context. Maybe up to 2 buttons, some accept/cancel, intro/esc system. That would be much easier to translate into a touch device, too.

    Anyway it's been a while since the demo, so that may have already changed.

    Whatever, good luck, looking good, keep it coming.

  • gorgeously creepy. but gameplay's a bit frustrating -- i keep getting moths and auntie keeps getting me :/

  • ...black \m/

    important thing tho is the way you combine them. if you (gods forbid) are going to make a very colourful game, well, some theory (primary, secondary colours, complementary colours etc) may be useful. or you can always just have a look at paintings and illustrations and stuff and see how they managed. check also some movies or videogames concept art -- not the fancy character design, but the quick colourful sketches they do to "capture the mood". my bruv he ahd a book about how the Lord of the Rings movies were done, it had lots of "quick compositions" that were pretty alluring. also there's a lot of colour schemes generators online, like paletton.com.

  • hi family howre y'all doing! sorry i'm kinda not at all of late. i've been (and arguably am) pretty busy these days which is good, i guess, plus im migrating all my stuff to a new laptop i got me. anyway i've been introducing some changes now n then to the mighty MEGAQÜEST that you can check clicking on the big banner on my signature (or here). nothing too spectacular, mainly some new items, tell me what you think. notice it's very wip, dialogues are yet to be fixed, secret rooms under the graveyard filled with unspeakable horrors, etc.

    more news soon

  • you guys got the attitude. cool article... and website... and game!

  • hell yeah

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  • thanks guys for your (disappointing) advice. so KS wont make me rich fast either. dammit.

    Im just considering different options. Never published nothing before.

    This monetizing thing, it's like a gold rush...

    I'll probably be opening more threads asking about other platforms.

    cheers!

  • Hey bclikesyou thanks a lot for the review man.

    Yyyeah i'v noticed the dathfalls tend to funny variations in length... You dont really get out of the layout (which is massive just in case the map expands) nor there's any death trigger (cos i dont completely discard the posibility of an item or something that allows you to actually fly) – instead, theres a variable running += 1 everytick when falling... seems to me like a framerate problem, but that is all a bit arcane as for now, should read me that old tutorial again.

    Combat flow whaccanasay, still needs a lot of work (if you actually just keep the spacebar pressed you dont even have to pound your keyboard) but u see drawing new creeps is funnier...

    Bubbles, they're done like this:

    • each time a npc speak, it calls a string from the dictionary obj, which typically looks like: “Hey dude you alright? | 64 | 32”, or: “text of the speech |width of the bubble | height of the bubble”.
    • the bubble is composed of a tail, two rounded edge sprites, a white background and the text itself (spritefont, plz). All are created on the proper hostpots when the npc speaks.
    • Then the text of the spritefont changes to match the one in the dictionary string, and its dimensions and the dimensions of the white background too are set also according to it. You separate the different values of the string with the tokenat xpression, you may need also int()...
    • the rounded edges are sprites with several animations: 'edge32', 'edge48', 'edge64'. So depending on the height of the bubble, you set this animation or that (again tokenizing).

    (Rewatching the code i discovered all my bubbles are 32px height, so even easier).

    Dossit make any sense? Anyway capx should be uploaded somewhere along with the game, so you can have a look there. The black text boxes you get with statues and potions have a similar base but are (maybe surprinsingly) much more complex – they include no less than four tiledbackgrounds each and nowadays im still not sure how i ever made them work.

  • whoa, this looks impressive. nice one, the tentacles!

  • goodfeet say no more i feel alredy much more justified!

    now, what about the times? as lennaert suggested i cheked other campaigns, and the reward system is understood, right. but then i read this tips n suggestions they have in the kickstart website and they recommend a 20 days campaign for better results. well some projects i've seen are ovbiously longrunners, so i wonder if they do several shorter campaigns (to achieve specific goals or whatever), or they re indefinitely open or what.

    thanks a lot buddies for yr answers!

  • so how do i start a kickstarter campaign?

    i've read a bit about it, but still don get it. so campaigns are like, one month long or so -- does that mean i need to finish the whole game in that period? I guess no, but then hows it work?

    also, lets say im working solo, nobody to pay n so -- so, is it licit to spend all the money in hookers n drugs or does the money need to be invested in something game-related? aint old good american greed reason enough to ask for money?

    i'd need to get me a personal license... hm... i could use a new laptop too i guess.

    i like money anyway.

    do i really want a kickstarter campaign?

  • thank you so much for your kind words, guys. all this feedback is really encouraging! the mighty MEGAQÜEST was born as a personal, no-reason-whatever project (or for arts sake if you are like that) and now im even thinking on greenlight n stuff! now two months ago i didnt even know what greenlight was. i discovered (i suspected already) how much i can **** at promotion. i dont know how to set a kicktarter nuthing. dont even know what reddit is. so i'll be posting something in the proper subforum soon but if anybody here kowns some marketing for dummies id be thankful (so i cover as much readers as posible -- see, iv got the basics).

    byondisoft ah, the music! couple of buddies of mine consider it straight unnerving. oh but i like it. in the earliest version music was even more obsessive. due to crap-EQ i'm anyway redoing all the music somewhen soon, but i dont think its gonna change a lot -- not the basic "structure". if any, i may make it even... even... loopier. feedback on the matter is very appreciated tho.

    glad you say about the speech bubbles! i did consider put all speech in the black text box, coz them (bubbles) are tricky to fit in screen, and thus somewhat restrictive in text.length terms... but man theyre just cool, so they stayed. I've to develop some... well, "dialogue sytem"s probabbly too much sayin: just some method for more-thant-one-bubble speeches, maybe some yes/no input n everything. font was lovingly handbaked and it's 8x8 px per character -- tiny enough for pretty long texts. Im planning to release this and other assets for free somewhen somehow (another evil marketing plot to lure people into a potential website or something).

    immortalx hah well cheers bro, always happy to channel that inner child there! thats what its about innit. retroness here came quite naturally, i think about it rather as "lo-def", kind of reductionist philosophy that im trying to apply not only to aesthetiks but also music, controls, etc. no sophisticated blending fx. no particle system mannerisms. even opacity changes other than some discreet fade to black are regarded as effeminate and vain... nearly dogma innit

  • KnivetonStudios well hope no more and play it in the arcade!

    (its all over this signature banner thing dammit)

    expect not so many monsters tho

    -- not as yet, not as yet.

  • love the look of this. very ol'school. looking forwrd the demo!