31 August 2015, 14:06 | #61 |
Puttymoon inhabitant
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Aerosmith: Living on the pledge
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31 August 2015, 18:16 | #62 |
Registered User
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Location: Toronto, Canada
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way to go guys we did it!
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01 September 2015, 10:14 | #63 |
cheeky scoundrel
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Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,908
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congratulations! And now the hard part begins
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01 September 2015, 11:38 | #64 |
Computer Nerd
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Location: Rotterdam/Netherlands
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I hope it'll run under WinXp and be sold on Steam
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01 September 2015, 11:58 | #65 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
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01 September 2015, 13:08 | #66 | |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,751
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Quote:
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01 September 2015, 18:25 | #67 | |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,337
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Quote:
They are facilitating an easy AmigaOS4 source port and so I imagine making it WinXP compatible wouldn't be too hard. Do they have to use a particularly old version of SDL/DirectX? |
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01 September 2015, 18:35 | #68 |
Computer Nerd
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02 September 2015, 10:28 | #69 |
pixels
Join Date: May 2014
Location: Australia
Age: 52
Posts: 476
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Just upped my pledge (over double), and it's just ticked over to 51,000+
(of course by doing this im hoping its a start of more games for our favourite system Which means....... FLOOR 3: Modding tools ( 51.000€ ) This stretch goal will finance a proper WYSIWYG editor, integrating all the required tools to build levels from the ground up with your own assets or ours. ...... (update ok, someone just reduced there pledge? i have screenshot though lol) 7 hours to go Last edited by invent; 02 September 2015 at 10:34. Reason: additional text |
02 September 2015, 10:40 | #70 |
Puttymoon inhabitant
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I also just added some money to my original pledge.
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05 October 2015, 10:17 | #71 |
HOL/FTP busy bee
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23 January 2016, 01:32 | #72 |
Registered User
Join Date: Aug 2015
Location: Kitzbühel / Austria
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I just wanted to quickly hop in for a moment because I have a few spare minutes.
I know that I haven't taken good care of this thread since the Kickstarter campaign and sadly I just don't find enough time to be as active here as I am on other communities, like Pixelation, Deviantart and Twitter, but I also know that most of you nearly focus exclusively on this forum. Since the kickstarter, we made a lot of progress on development and a few days ago we published the first "Alpha"* build to our Alpha-backers. (* All gifs in this post are actually taken of this first alpha build, so all you see is fully functional ingame.) While we are far from a polished game, the alpha features a lot of important core functions and it is completely made with our own tools and (except multiple dozens of bugs) it is functional. In fact it features about 20-25 minutes of gameplay, leveldesign & level mechanics for one level, background music, soundfx, a bunch of enemies and weapons and secrets - so most of the basic stuff one expects from an actual game The biggest stones have been rolled out of the way and currently we are focusing on getting the missing features for the beta version in. And we also can focus now a lot more content-creation for the actual game and have to worry a little bit less about getting very basic functionalities in, despite some of them still need a big amount of polishing. For everyone who is a bit more interested in the project and wants to check the progress once in a while: We published several updates on our website http://pixwerk.net/home/news And the next update is coming soon. I am not sure when I will find time again to post here next time, but I just wanted to say again that even if we don't find the time to post outside of our "usual" channels, we still remember what you and your community did for our Kickstarter. |
26 January 2016, 17:36 | #73 |
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Location: Ames, IA, USA
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I played the Alpha, and it really is quite fun, although a little frustrating at points where it seems like the weapons are underpowered and there are areas where you can only pass one-way and not get back to other parts of the map (which doesn't help when you get your character's arms ripped off and can't get back to a terminal where you can buy new arms), but I fully understand this is an Alpha and just to show us the progress being made, so take my criticisms at this stage with a grain of salt.
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26 January 2016, 18:00 | #74 |
cheeky scoundrel
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If gaming experience polish issues is all you have to complain about, that is one hugely successful alpha
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26 January 2016, 23:04 | #75 |
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Join Date: May 2010
Location: Ames, IA, USA
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I tend to agree that the Alpha was a lot of fun and lots of the major features like the environmental effects were working. It's a real good first step!
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27 January 2016, 13:35 | #76 |
Retired Quartex Sysop
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I like the look of this game a LOT.... Any idea of the final price?
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28 January 2016, 01:32 | #77 | ||
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Location: Kitzbühel / Austria
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Quote:
Parts like those happen, because right now we focus on functionality and getting stuff in that it works. As we wrote in the readme we will add a "kick" at some point, with which you can do something in this scenario (it's actually quite important) - but If you don't had any gamebreaking bug or the whole thing crashed, the alpha did well. Quote:
We can't say anything definite, but it won't exceed the usual price range of indiegames. This means most likely somewhere between 10-20 US$. |
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28 January 2016, 01:57 | #78 |
Gentleman
Join Date: Dec 2015
Location: The Fortesque Mansion
Posts: 248
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Love the look of this! Looks like something the Bitmap's would do on the Neo-Geo
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29 January 2016, 13:19 | #79 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
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Money needs to be earned - I would stress to go slightly below the current norm, which puts it around 12 bucks / euros. Otherwise you're competing with the avalanche of crap indie games that price themselves at 15 bucks and beyond "just because".
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07 March 2016, 14:09 | #80 |
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Join Date: Aug 2015
Location: Kitzbühel / Austria
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Yep money needs to be earned, this is why a lot of games which have a too high price for what they can show to people won't sell. But there are also indiegames which are sold for a lot more - up to 30$ actually. I don't know if you follow the news, but I will just say "Firewatch" as a recent keyword.
But I am actually here to share some awesome news with all of you regarding our latest developments: We finished the base of our HUB floor Amor's Den. This level serves as the heart of the game and will serve some quiet minutes between the more aciton-heavy passages of action. The player is able to decide at his own pace how fast he will progress through the game, or if he will spend his time (and money) in the countless possible activities. If you are interested in the finer details check out the in-depth news published on our homepage: http://pixwerk.net/home/news/27-alpha-3-amor-s-den Highlights of our progress: -everything regarding NPC's (human enemies, talking, shopping etc.) -level connections (elevators) -minigames |
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