inquiesco's Forum Posts

  • Not exactly what I'm looking for, I'm afraid. I'm creating a top-down space shooter with a degree of realism, so if you could whip up a concept and maybe look at this for inspiration, that'd be cool if you could pop that to me via e-mail. Thanks for taking the time to make that concept, though!

  • Realistically, as a developer you should want a website and company name established. You can register your business name, protect your game name and assets, and use the website to drive extra traffic into marketing and further potential purchases. I think you should take a look at this self-publishing article I posted in another topic which will tell you some steps you really should be considering.

  • Playing the game I'm developing at the moment, . It's coming together quite nicely and is fun to play, albeit missing some mechanics (only been two weeks of development thus far).

  • rekjl Yeah, a bit of a brain teaser, haha. Might be easier to just remove the lighting effect (is it on a different layer per object for you to easily remove? Hope so! .

  • Blacksmith No worries, glad you enjoyed it and hope it helps, .

  • Glad you enjoyed it and/or found it useful!

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  • rekjl People could indeed flip for the light angles, but the light is only hitting the side. What if someone wanted light directly from above, or below as something with a light chased them from the depths? That is more what I was highlighting, not the flipping so much as that is remedied as you mentioned, .

  • > Do you have any experience with sci-fi design, specifically ships, backdrops (cityscapes, etc.) and weapons?

    >

    Hey, not much but I'm open to different styles and themes. If you're interested send me an email and I can send you a mockup to give you a sample.

    Cheers

    Will send you my e-mail address via PM, send your samples there when ready, .

  • dhondon Can you please send me a PM with your prices for creating modular (each piece on a different layer) star ship sprites per your examples, as well as if there are additional costs for the PSD/AI files themselves and exclusivity?

    Thanks!

  • Do you have any experience with sci-fi design, specifically ships, backdrops (cityscapes, etc.) and weapons?

  • I certainly hope so - as long as the next stable release (with stable node-webkit) is out before Feb 2015, I'll be a happy person.

    I'm in that boat currently as well, and I'm sure it will be out before Feb 2015.

  • Many people play games to experience something out of their norm, to escape the reality they feel tied to, to immerse themselves in the unknown or take the mantle of someone they've always wanted to be. Being aspiring developers, many of us look back with nostalgia to games we grew up with, as well as experiencing games of the current era, to gain inspiration for our next or current game idea, but does it break the immersion we used to seek? Does it have such a profound impact on our thought processes, that we unconsciously switch from blocking outside thoughts and immersing ourselves in that current gaming moment, to critical analysis, for example, mentally reverse engineering how the developer may have achieved a certain game mechanic? Do you feel you're able to experience the same measure of immersion as a developer, or has it somehow changed your way of thought, and if so, how do you view such change(s)?

    I am still immersed in many games I play, but I was curious as to what you think regarding your personal circumstances.

  • R0J0hound Cheers for that idea. I've done something similar using LOS to check if the enemy is in range and if so, to pull back a little so they're hit less, but wasn't sure how to check anywhere between the ships. I'll experiment with orbiting enemies as well, because I was hoping to introduce that a little later in AI development with a set of waypoints spawned around the player, which wasn't a very graceful idea.

    Thanks!

  • martinDrew Haven't tried it yet, ha ha, lots of other areas to work on and the enemy AI functions decently enough for the time being, as you've seen, .

  • martinDrew Saw them and responded, . Prototyping of visuals and focussing on game-play is always a good idea, once that backbone is established the rest of the game clicks into place for the most part. At least, that's what I'm finding currently with the enemy AI you saw in the video I sent you. Also, once I searched up the game you mentioned I remembered I had seen it! Didn't know it was made in C2, interesting to know that multi-player is feasible for the style of game-play within the C2 engine. Might have to introduce some multi-player in the next game.