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Old 24 November 2018, 16:59   #81
Marcuz
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In ten days it's out!



Add Aeon of Sands to your Steam wishlist here!
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Old 04 December 2018, 18:11   #82
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Annnnd it's OUT!

Quote:
We are happy to announce the release of our game "Aeon of Sands - The Trail". After 6 years of work it's finally done!
Out now, December 4, on STEAM: https://store.steampowered.com/app/907820/



Thanks EAB for having hosted this thread too!

Last edited by Marcuz; 04 December 2018 at 18:22.
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Old 04 December 2018, 18:13   #83
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Yes
yes
yes
yes
yes!!
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Old 04 December 2018, 18:17   #84
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Congratulations Marcuz!!!
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Old 04 December 2018, 18:50   #85
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Featured

http://www.indieretronews.com/2018/1...d-twisted.html
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Old 04 December 2018, 20:55   #86
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Congratulations!
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Old 04 December 2018, 21:09   #87
gimbal
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Finally! As promised right before Christmas.
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Old 04 December 2018, 21:14   #88
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marcuz: how long did it take for you to design the interface, it's very simple and effective compared to some of the others I've seen. The only RPG games I had was the heroquest II demo from the ONE. I had black crypt but it wasn't cracked.
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Old 05 December 2018, 00:11   #89
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Thank you guys!

Quote:
Originally Posted by redblade View Post
marcuz: how long did it take for you to design the interface, it's very simple and effective compared to some of the others I've seen. The only RPG games I had was the heroquest II demo from the ONE. I had black crypt but it wasn't cracked.
Thanks! It went on in increments; the core functions, probably over a year, not full time of course; about a month for its visuals.
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Old 18 December 2018, 15:19   #90
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We did an in-depth interview with The Gazette of Independent Gaming.

here you go:
https://medium.com/@gofig.news/a-cof...l-5410422ac0d8

The dialogue focuses on the themes of the game's narrative and on the development itself, with Florian talking about the tools he created to support the game.

A little preview:

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Old 18 December 2018, 15:34   #91
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I reject that picture.

You can never drink too much tea.

In any case: less than 4 days till vacation time! Looking forward to playing this when not suffering from a wicked cold. I don't think I'll bother while my head feels like it is filled with concrete.
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Old 18 December 2018, 17:22   #92
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Quote:
Originally Posted by gimbal View Post
I reject that picture.

You can never drink too much tea.

In any case: less than 4 days till vacation time! Looking forward to playing this when not suffering from a wicked cold. I don't think I'll bother while my head feels like it is filled with concrete.
There is such a thing as too much beer or coffee or tee?

Why nobody told me?!

Gratz on game!
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Old 29 December 2018, 23:17   #93
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Woof. Even the tutorial dungeon is no picnic. Like the ending of it, gave me a sort of Black Crypt vibe.

Question: Why is there a sluggish fade out/in effect on the big map? The tiny map is really unhelpful so I switch to the big map a lot to get my orientation. The game moves at such a blistering speed (which is good), navigating through the UI is really fast, also good. And then it is so slow to switch to the map. It ain't right.
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Old 30 December 2018, 02:45   #94
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Thanks Gimbal!

fade in / fade out: can you be more specific? It should take about half a second from one state to the other with the large map, if it's more then it's something wrong.

Specifically, it should be the same time as to when you access party inventory (press "I", or with the button in a character's backpack).

The reason why there's a fade at all is to give time to the engine to switch to completely different states of the GUI as those two are.

Can you confirm either way? I'll let my colleague know the feedback. Thank you!

Quote:
Like the ending of it, gave me a sort of Black Crypt vibe
Great! I was aiming for that Ogre effect!
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Old 30 December 2018, 11:33   #95
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I can't measure it but I wouldn't say it is half a second. Its more like a second, half a second fade in, half a second fade out. I wouldn't know why a piece of software would need that much time to switch state, that should be a single tick kind of deal. Instant to the eye.

Doesn't sound like a lot when you just say it, but I frequently switch to the map view because of these darned mazes with walls that look all the same. And then it starts to really be noticeable. Minor gripe of course, which must mean the game is quite good
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Old 30 December 2018, 12:30   #96
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Awesome project
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Old 30 December 2018, 12:42   #97
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Thanks kikems!

Gimbal, thank you mate! I will discuss this with Florian, maybe there is something we can do, but I'm no coder, so I can't do any promises atm.
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Old 04 February 2019, 20:32   #98
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We just released a new large patch, aiming to make combat more challenging (specially at hard level) and, overall, fun, with improvements to boss fights and range combat (and much more)!

The announcement and patch notes:

https://steamcommunity.com/games/907...70729214300447

Quote:
Originally Posted by gimbal View Post
Question: Why is there a sluggish fade out/in effect on the big map?
And that's fixed too! (Thank you gimbal!)

Plus: Aeon of Sands will be on sale (25% off) the whole week with Steam Lunar Sale, and premium content is also coming!
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Old 05 February 2019, 21:35   #99
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Shoonay already posted it in off-topic but it deserves a mention here too: Matt Chat did an episode about this game.

[ Show youtube player ]

I wonder why Mr. Pedrana sir was keeping this veeeewy quiet
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Old 06 February 2019, 17:10   #100
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!

I simply forgot to post it in the chaos of last couple of week preparation for the patch!

In truth (while I'm a bit dull in the video because of sleep deprivation) it was a very nice experience, Matt is a great guy! I really enjoyed to watch him play!
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