01 April 2016, 20:30 | #41 | |
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Quote:
Noob question: would it need a real machine to get compiled or could it be done under emulation? |
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02 April 2016, 19:26 | #42 |
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Just a little self promotion on a stressful saturday afternoon
Enter this orange puppy, obviously madly in love with you, it wants to suck away your sorrows. From your face. |
04 April 2016, 06:30 | #43 |
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01 June 2016, 19:15 | #44 |
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We will play the early levels of Aeon of Sands on a Youtube stream this Sunday, 05/06 at 18,00 GMT, and will do a bit of Q/A. For all the info, here's the blogpost announcement And here's [ Show youtube player ] We will welcome questions, critiques and suggestions; about Q/A specifically, any question received beforehand will help us better structure the one hour session. You can write us here in the comments or in any of our official contacts: in the blogpost comments, on Facebook, Google+ or by email, at info AT aeonofsands.com. Feel free to spread the news like it's the common cold Thank you! |
06 June 2016, 02:37 | #45 |
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And here the complete video session, where we destroy English language, play a bit, answer questions from forums and chat, and manage not to get killed by various insects.
[ Show youtube player ] Last edited by Marcuz; 06 June 2016 at 02:44. |
06 July 2016, 13:52 | #46 |
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This summer I will still be sludging through the opponents creation, trying to get a sense of what misses yet, or is out of place, in the growing and roaring sea of game assets.
Here below, a 3 minutes video in which I illustrate the creation process of a creature, from the puppet sketch to the final frames of animation in game. [ Show youtube player ] As I mention on passing in there, the dirty puppet underlying the animation, and the time it requires to be cleaned out, are a necessity for my keeping together the creature, to be able to give it consistency with all its frames and all the other creatures; this imposed constraint is actually boring to keep with, but effective in avoiding me going away in 100 different directions at the same time. When I do not care for consistency, but only for expression, I would normally keep the puppet sketch, that encompass my understanding of the object, on one side, as a shorthand note, and do something only slightly related to it on a new page. What I found is that in game design, that almost never happen, sadly. As a result, this is the face of my dizzyness, that's amazingly similar to the result of hitting yourself with a magic in game. |
06 July 2016, 15:16 | #47 |
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06 July 2016, 18:30 | #48 |
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07 July 2016, 04:16 | #49 |
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Thanks mates
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30 July 2016, 19:40 | #50 |
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I thought to share this, a glimpse of the map and of the new and still buggy party inventory.
I took always the quick way out of encounters. I'm that shy. Still needs tons of polishing and test, (like, cut away the roads from the map. or a long list of bugs in the party inventory, editing of the dialogues to be in shorter blocks, etc.) but this is the larger structure of Aeon of Sands. Please write your criticism, if you got it! |
10 September 2016, 11:58 | #51 |
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If you feel at home in the sewers under Waterdeep, or you like to beat undead around Kalynthia, and mostly, you collect firestaffs in your free time to strike Chaos back, I would like to ask some input.
AoS having much more story in-game than those references above, would you prefer that we would preserve the consistency to that narrative in the dungeons, so that you would never have to pause think that what you are doing at the moment, in that particular maze is off, out of context, against the themes of the games, or at least outside them, or, you would not care as long as that would be challenging? Like: 1) "No, consistency above all." 2) "Ok, some times, if it's challenging or fun." 3) "Often, as long as it brings more variation (like, I don't care if that monster is in this out of theme maze, as long as it makes that maze interesting)" 4) "I only care about the cahllenge and fun, I skip the story." Meanwhile, this is a chaotic gif of a testing ground from today (new compass, new flying monster, floor tiles) |
04 November 2016, 11:49 | #52 |
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up vote for 3).
but be better not always just for challenge or balancing. if there was some background reason and which is not easily revealed to a player, it could add both of imagination and depth in the game. |
04 November 2016, 19:19 | #53 |
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06 November 2016, 22:02 | #54 |
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I agree with Toncon.
Also, your game is coming along nicely |
06 November 2016, 22:19 | #55 |
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Thank you too mate!
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18 March 2018, 22:55 | #56 |
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Yesterday I got around recording footage from the exploration / combat part of game, if you like to watch
[ Show youtube player ] |
19 March 2018, 00:40 | #57 |
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Cool !
Is the music from the game or is it added for the footage ? (just see your last post. did not read the thread yet.) |
19 March 2018, 00:50 | #58 |
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Thanks! I had to add a music in post, to link the scene - which has its own ambient loop - with the two texts, or it would have sound odd to me. But the music track is NOT from the game, it's a creative commons licensed one, from the video editor.
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19 March 2018, 00:54 | #59 |
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Well, if in case you need some more music for your game let me know ^^
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19 March 2018, 10:53 | #60 |
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