inquiesco's Recent Forum Activity

  • the bug, i mean. not in general.

    I had to stop by and clap because that was golden, hahaha, .

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  • Oh, don't get me wrong, I appreciate that you share your hobby to help others and try to earn a little on the side (don't we all?), . Yeah, don't package them, starting larger to begin with is better because downscaling looks better than upscaling. Did you use the pen tool to make those shapes?

    Anyway, keep the submissions coming, I like the work thus far!

  • Not bad, but they could be a lot better if they were made in a vector program such as Adobe Illustrator. All the edges are jagged because they weren't made as vectors, which might not be so noticeable when shrunk down to a required size, but critical eyes will notice the imperfections. Though for $2 it might be decent enough to save some time for people, . Not trying to put your work down, I appreciate your uploading resources to help others save time, these were just opinions as I used to be a web and graphic designer so I thought I'd give my two cents.

  • Loving the tileset work, and congrats for a well polished GUI, . Looking forward to seeing game-play in action!

  • There had one.

    Cheers for sharing that link, looks quite handy for 2D RPGs.

  • Nice and clean, good luck with sales in the store, .

  • I love seeing generosity in development communities, thanks for sharing your resources with everyone, .

  • Nice sprites and tile set! Looks quite nice and reminds me of Zelda, so you hit the aesthetics nice and square on the head, .

  • Congratulations, both to winners and participants!

  • I agree with game-play being more critical, but that also unfortunately means your game needs to have something of a draw card in that department; something unique and fun that'll make people want to jump in regardless of the graphical quality, because it seems these days that, depending on your target audience, most people think graphics are the main importance in a game, .

  • I had planned to keep that view, possibly a bit larger. I'm going for scale here without having 8000x8000 layouts which might cause performance issues for people, so planets, suns and other stellar bodies are quite large, so ships need to be small in comparison. I'll consider making a zoom feature though, or making the initial viewport a bit smaller so ship sprites can be larger without making the system feel too small. Most battles will involve three to five ships and as you progress into harder regions of space, battles will contain 10+ fighters and a larger ship for back-up. There will also be occasional pirate incursions into systems they share borders with that will contain more, so a more distant scale works best, I think.

    It is currently planned to only be single player as I'm not an expert on network security and connections, and would rather put all of my efforts into a single player game for immersion purposes. However, if I raise enough funds, either from release sales or KS backing (when the time comes), small-scale, cooperative multi-player may become an option.

  • I'm personally against this sort of idea, because in my country our internet is not the most stable. I'm against any cloud-based services unless I have absolutely no choice, even to the point of buying a game I already have if it's offered DRM-free at a later date. I also like paying one upfront cost for software rather than licensing; I'd rather pay $400 for a business license up front and get the payment over with, than $10 per month. But these are all just personal opinions, I'm sure it could maybe open up more revenue, but I don't think Scirra are entirely about trying to get every dollar they can. They're already extremely successful, becoming profitable on their first release day alone, .

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inquiesco

Member since 26 Jan, 2013

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