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#601 |
Registerdeaded abUser
Join Date: Sep 2013
Location: Beyond the Wall
Age: 47
Posts: 114
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#602 | |
Registered User
Join Date: Sep 2016
Location: New York, USA
Posts: 184
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Quote:
Another thing to think about is that you will will make many, many people happy. But you can't please everyone and there are some folks who won't like it simply because it isn't their cup of tea, not because it isn't good. We put so much time and effort into our creations that we want everyone to like it, but that is impossible. Listening to feedback is very important, but also keep focused on your vision. This is what makes something unique and great vs average. When you try to please everyone and implement everyone's ideas , sometimes the work feels like it was made my a committee and just comes out average. But of course there is a big difference between quality feedback and YouTube trolls. Keep on rocking Mike! |
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#603 | |
Registered User
Join Date: Dec 2019
Location: Ur, Atlantis
Posts: 2,028
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Quote:
![]() I saw mentions of your other projects elsewhere, like that side scrolling slash'em up (?) - it looked very interesting! I would love to play it. So, perhaps wrap Inviyya up and do a game in different style, it'd probably be quite a refreshing experience Also, care to reveal the background of the title itself? Where does "Invviya" come from? |
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#604 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,613
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This topis is hard. We all know a lot of amiga games came out halfway, promising but not fun to play. I know how hard it is to just make one song. To make everything yourself is to me just insane. A product will not be judged by if you did it yourself or if a team of hundreds did it. From last demo I think Inviyya is very good. I think that listening to people and do adjustments are one of the best thing a game developer can do. We all know that taste is different but if many have same option it is probably something in it.
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#605 | |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
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Quote:
There are only a handful of people who are actually able to code, design, present and communicate a game for a retro platform like the Amiga. Most of these fail after the first demo, for a number of reasons, and their project never gets into a releasable state. So here ´s you with the determination and stamina to pull through and actually finish an amazing job. You are almost there after ... what ... four years? Everyone in this forum owes you a beer just for the pure entertainment they got from your postings and updates! |
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#606 |
Puttymoon inhabitant
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He he, in some cases, part 1 never happened and the sequel was first out. Or you can release the prequel later. Look at Star Wars:
4, 5, 6, 1, 2, 3, 7, 8, 4.5, 9 To keep the genre, look at Apidya II ![]() |
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#607 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,793
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#608 |
Puttymoon inhabitant
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Yes, you are right. Something between 3,5-3,9
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#609 |
Registered User
Join Date: Apr 2010
Location: 640x512
Posts: 167
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And, Rogue One (2016) came out before The Last Jedi (2017). Solo was 2018. Therefore:
4, 5, 6, 1, 2, 3, 7, 3.9-ish, 8, 3.5-ish, 9 Star Wars' timeline – the complete chronology from Phantom Menace to Rise of Skywalker |
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#610 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,793
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Finalizing some stuff now..
Btw. Hope I can show you the box art soon. I think it really really looks amazing. Wish I could draw as well like that dude does.. |
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#611 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,995
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Beautiful !!!
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#612 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,613
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There are also plenty of people that wish they could created gfx like you Steril707
![]() Looking good!! |
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#613 |
Registered User
Join Date: Jan 2015
Location: Melbourne, Australia
Posts: 548
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Fantastic work, well done! I'm very impressed
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#614 |
Eleventh Hour Games
Join Date: Feb 2011
Location: Carnforth, England
Age: 49
Posts: 560
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Looooooks sweeeeeeeeet!!!!
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#615 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,793
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Damn, it feels so good to implement a feature, that you had in your head for three years to do..
![]() (was also the last thing still missing in the engine). Even if it's just a trivial thing like coding getting an extra life after 10000 points. |
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#616 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,547
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Nice
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#617 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,793
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The last level of the game in action... ![]() |
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#618 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,793
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Game is now content and engine code complete, we are entering beta testing phase right now...
Never thought I'd experience that day... ![]() |
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#619 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,941
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Congrats!
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#620 |
Bit Copying Bard
![]() Join Date: Jan 2017
Location: Kelty, Fife, Scotland
Age: 41
Posts: 1,293
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Great news, good work man
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Inviyya - Development Thread (Space Shooter) | Tigerskunk | project.Amiga Game Factory | 79 | 12 March 2020 10:10 |
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Skeet Shoot | mai | HOL data problems | 6 | 03 July 2013 00:52 |
[Found: Shoot Out] Looking for an Amiga PD shoot em up | ROYALPAVILLION | Looking for a game name ? | 3 | 04 July 2010 14:29 |
Name for a Space shoot'em up? | retrogamer | Looking for a game name ? | 6 | 13 April 2007 03:32 |
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