English Amiga Board


Go Back   English Amiga Board > Main > Retrogaming General Discussion

 
 
Thread Tools
Old 31 August 2015, 14:06   #61
Predseda
Puttymoon inhabitant
 
Predseda's Avatar
 
Join Date: Mar 2007
Location: Tromaville
Age: 46
Posts: 7,539
Send a message via ICQ to Predseda
Aerosmith: Living on the pledge
Predseda is offline  
Old 31 August 2015, 18:16   #62
klx300r
Registered User
 
klx300r's Avatar
 
Join Date: Oct 2007
Location: Toronto, Canada
Posts: 1,593
Thumbs up

way to go guys we did it!
klx300r is offline  
Old 01 September 2015, 10:14   #63
gimbal
cheeky scoundrel
 
gimbal's Avatar
 
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,908
congratulations! And now the hard part begins
gimbal is offline  
Old 01 September 2015, 11:38   #64
Thorham
Computer Nerd
 
Thorham's Avatar
 
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,751
I hope it'll run under WinXp and be sold on Steam
Thorham is offline  
Old 01 September 2015, 11:58   #65
TCD
HOL/FTP busy bee
 
TCD's Avatar
 
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,525
Quote:
Originally Posted by Thorham View Post
...and be sold on Steam
Have a looksie here
TCD is online now  
Old 01 September 2015, 13:08   #66
Thorham
Computer Nerd
 
Thorham's Avatar
 
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,751
Quote:
Originally Posted by TCD View Post
Awesome Now all that's needed is WinXp compatibility. Fingers crossed.
Thorham is offline  
Old 01 September 2015, 18:25   #67
alexh
Thalion Webshrine
 
alexh's Avatar
 
Join Date: Jan 2004
Location: Oxford
Posts: 14,337
Quote:
Originally Posted by Thorham View Post
Awesome Now all that's needed is WinXp compatibility. Fingers crossed.
The authors are big Amiga fans. You're not unknown in the Amiga world. Ask them for what you want and if they can accommodate it they will.

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?
alexh is offline  
Old 01 September 2015, 18:35   #68
Thorham
Computer Nerd
 
Thorham's Avatar
 
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,751
Quote:
Originally Posted by alexh View Post
You're not unknown in the Amiga world.
I'm not exactly known for having done all these amazing things, though.

Quote:
Originally Posted by alexh View Post
Do they have to use a particularly old version of SDL/DirectX?
Not really. DirectX 9 is fine. Don't know about SDL.
Thorham is offline  
Old 02 September 2015, 10:28   #69
invent
pixels
 
invent's Avatar
 
Join Date: May 2014
Location: Australia
Age: 52
Posts: 476
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
invent is offline  
Old 02 September 2015, 10:40   #70
Predseda
Puttymoon inhabitant
 
Predseda's Avatar
 
Join Date: Mar 2007
Location: Tromaville
Age: 46
Posts: 7,539
Send a message via ICQ to Predseda
I also just added some money to my original pledge.
Predseda is offline  
Old 05 October 2015, 10:17   #71
TCD
HOL/FTP busy bee
 
TCD's Avatar
 
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,525
Guest track by Allister Brimble

TCD is online now  
Old 23 January 2016, 01:32   #72
Cyangmou
Registered User
 
Cyangmou's Avatar
 
Join Date: Aug 2015
Location: Kitzbühel / Austria
Posts: 14
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.
Cyangmou is offline  
Old 26 January 2016, 17:36   #73
brett71
Registered User
 
brett71's Avatar
 
Join Date: May 2010
Location: Ames, IA, USA
Posts: 521
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.
brett71 is offline  
Old 26 January 2016, 18:00   #74
gimbal
cheeky scoundrel
 
gimbal's Avatar
 
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,908
If gaming experience polish issues is all you have to complain about, that is one hugely successful alpha
gimbal is offline  
Old 26 January 2016, 23:04   #75
brett71
Registered User
 
brett71's Avatar
 
Join Date: May 2010
Location: Ames, IA, USA
Posts: 521
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!
brett71 is offline  
Old 27 January 2016, 13:35   #76
Methanoid
Retired Quartex Sysop
 
Methanoid's Avatar
 
Join Date: Sep 2001
Location: Roman Verulamium
Age: 58
Posts: 1,873
I like the look of this game a LOT.... Any idea of the final price?
Methanoid is offline  
Old 28 January 2016, 01:32   #77
Cyangmou
Registered User
 
Cyangmou's Avatar
 
Join Date: Aug 2015
Location: Kitzbühel / Austria
Posts: 14
Quote:
Originally Posted by brett71 View Post
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.
Yeah there are a few problems with the actual game design, a lot of problems with balancing and a lot of unpolished stuff.

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:
Originally Posted by gimbal View Post
If gaming experience polish issues is all you have to complain about, that is one hugely successful alpha
There are actually a few things which caused major problems, like we had a bug with El Capitan, which caused a problem with loading textures and would make the game unplayable on macs with a special videocard and there are still a few "hidden" crashes. All in all it seems quite stable though.

Quote:
Originally Posted by Methanoid View Post
I like the look of this game a LOT.... Any idea of the final price?
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$.
Cyangmou is offline  
Old 28 January 2016, 01:57   #78
Aegis
Gentleman
 
Aegis's Avatar
 
Join Date: Dec 2015
Location: The Fortesque Mansion
Posts: 248
Love the look of this! Looks like something the Bitmap's would do on the Neo-Geo
Aegis is offline  
Old 29 January 2016, 13:19   #79
gimbal
cheeky scoundrel
 
gimbal's Avatar
 
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,908
Quote:
Originally Posted by Cyangmou View Post
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$.
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".
gimbal is offline  
Old 07 March 2016, 14:09   #80
Cyangmou
Registered User
 
Cyangmou's Avatar
 
Join Date: Aug 2015
Location: Kitzbühel / Austria
Posts: 14
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

Cyangmou is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
fun article about pixel art VS "HD" art gimbal Retrogaming General Discussion 9 25 June 2020 17:25
Diskmags: "Cyberpunk Now!" #1; "Abnormalia" #4... twcustom request.Other 4 21 January 2016 21:29
viking shooter garet74 Looking for a game name ? 2 03 July 2012 22:52
Cyberpunk themed demos Snake request.Demos 24 15 November 2010 12:44
A1200: to TOWER or not to tower - that is the question buckrogers New to Emulation or Amiga scene 23 08 March 2005 16:15

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 06:22.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.14369 seconds with 13 queries