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Games W.I.P Thread

  • Sjonsson
  • August 29, 2014 at 12:08 PM
  • Sjonsson
    • June 16, 2015 at 11:29 AM
    • #201
    Quote from HoMaRt

    Here is the trailer and the playthrought of our student project "Revenge of Trishna"

    Demo coming to you in a few day Comments welcome !

    Someone call PETA!

    Jokes aside it looks pretty cool! So far I don't see the challenge in the game or the purpose of each level. Is it an arcadish kind of shooter? Like Serious Sam or Painkiller?

    Also you should totally add some more environmental sound effects to add some ambience, currently the soundpicture is a bit flat.

    Lastly, pleaaaaase get rid of that font! You have some artists who did alol that texturing, I'm quite sure they can come up with something better. After all the packaging of the trailer will define how well the game is recieved at first glance.

    Keep it up!

  • HoMaRt
    • June 24, 2015 at 9:27 AM
    • #202
    Quote from Sjonsson

    Someone call PETA!

    Jokes aside it looks pretty cool! So far I don't see the challenge in the game or the purpose of each level. Is it an arcadish kind of shooter? Like Serious Sam or Painkiller?

    Also you should totally add some more environmental sound effects to add some ambience, currently the soundpicture is a bit flat.

    Lastly, pleaaaaase get rid of that font! You have some artists who did alol that texturing, I'm quite sure they can come up with something better. After all the packaging of the trailer will define how well the game is recieved at first glance.

    Keep it up!

    Yeah we did that trailer in only one day (time restriction), so there are many points which need a lot of work (we know it). Here is a build of the game. We don't think we will continue this project, but maybe... Who knows. But your comments will be of good use ;)


    Revenge of Trishna Demo Build https://mega.co.nz/#!GZQTHBIT!8Je…j9tFqzvv-eXSt0U

    See you later guys ! ;)

  • Hipshot
    • July 3, 2015 at 2:19 AM
    • #203

    Haven't posted in a while now, but this is the current progress (kinda) of serious sam.

    I think YT is messing up some videos if they are too fast or w/e, cause it's not this shaky when I watch the raw footage, anyway.

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    Here's some stills too =)

    [Blocked Image: http://zfight.com/misc/images/ssbd/2015/jul/gore.png]

    [Blocked Image: http://zfight.com/misc/images/ssbd/2015/jun/station.png][Blocked Image: http://zfight.com/misc/images/ssbd/2015/jun/port.png]

  • Minos
    • July 3, 2015 at 3:11 AM
    • #204

    Serious Sam meets Zombies Ate my Neighbors! Looks sick man, should be awesome in local coop :)

  • FrieChamp
    • July 3, 2015 at 8:03 AM
    • #205

    One thing that bugged me was that there is no "being hit" effect for the enemies (a white flash or blood sprite). The fact that is such a small detail shows how far along you already are! :)

  • Hipshot
    • July 3, 2015 at 8:21 AM
    • #206

    Oh, there's tons of things missing, like proper indicators when you take damage etc. The white flash when you hit someone aren't in because we need a shader or w/e for it, since we are writing a new engine. As you can see, there's a lot of effects missing too, like proper particles from explosions, tracers from the weapon and so =)

  • Vilham
    • July 3, 2015 at 9:59 AM
    • #207

    I think bullets should be the one thing that do rotate exactly to the direction they are moving, makes their movement much more readable. The fact they move in a different direction to their rotation is odd.

  • Sprony
    • July 3, 2015 at 10:05 AM
    • #208

    I'm looking forward to this. You've made a lot of progress!

  • TheOnlyDoubleF
    • July 11, 2015 at 3:34 PM
    • #209

    Secretly announcing on the Core that we're working on an Ultraflow 2. ;)

  • Vilham
    • July 15, 2015 at 1:25 AM
    • #210

    WHEN CAN I PLAY GIBHARD?

  • FrieChamp
    • July 15, 2015 at 8:20 AM
    • #211

    MORE LIKE TEASEHARD AM I RITE ?!?

  • TheOnlyDoubleF
    • July 15, 2015 at 12:55 PM
    • #212

    We get the "Top Developer" badge on our Google Play dev account for ultraflow :D

  • Hipshot
    • July 16, 2015 at 8:23 AM
    • #213
    Quote from Pericolos0

    Finally getting a hang of the new unity UI and animation system.. it's pretty awesome!

    http://i.imgur.com/mAbdlGk.gifv

    I envy you, that you can have all the creative freedom AND being able to code that yourself. It's a bit of a burden having to wait for a coder to do some things, even the smallest things for you =D Like making space a duplicate unit button in the editor =D

    I should learn unity too I think. Or w/e, maybe I should just wait and see what Source 2 has to offer.

  • blackdog
    • July 16, 2015 at 1:38 PM
    • #214

    Can't wait Pericoloso, I'd be happy to try a couple of kill box rooms!

    Where can we put the money in? :)

  • Corwin
    • July 17, 2015 at 8:52 AM
    • #215

    I second that, Unity awesome for non-super-hardcore programmer types who want to get shit done. Took me a while to wrap my head around the component based approach (was going for almost only inheritance but soon realized it was a bad idea in general for games) and once you get to that proper mindset you can create a game via lots of different components you add onto entities, it's magical.

  • FrieChamp
    • July 17, 2015 at 9:12 AM
    • #216
    Quote from TheOnlyDoubleF

    [url=''][/url]Secretly announcing on the Core that we're working on an Ultraflow 2.

    Cool! I saw Ultraflow 1 being featured in the New & Noteworthy category of the German iOS App Store and checked it out. Some of the levels seem to require more of a bruteforce approach than strategic thinking, but it's a neat, little game. I saw that I can skip a limited amount of levels if I get stuck. What happens when that number runs out?

  • TheOnlyDoubleF
    • July 17, 2015 at 9:31 AM
    • #217
    Quote from FrieChamp

    Cool! I saw Ultraflow 1 being featured in the New & Noteworthy category of the German iOS App Store and checked it out. Some of the levels seem to require more of a bruteforce approach than strategic thinking, but it's a neat, little game.

    Héhé Nice! We try to reduce randomness for this second one with unbreakable levels and more "puzzle" oriented levels. I put some " " because it stills the ultraflow spirit "puzzles".

    We also got few new features that bring a lot to the game! I'll be posting some gifs here in time.

    Quote from FrieChamp

    I saw that I can skip a limited amount of levels if I get stuck. What happens when that number runs out?

    "Skips" are given when you succeed a certain number of level. To be honnest I don't remember exactly how many. It could be when finish a chapter are something like that :/

  • AtsEst
    • July 26, 2015 at 5:53 AM
    • #218

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    Working on my Unreal gamejam entry, still 23 h to go.

  • Castle
    • July 28, 2015 at 8:39 AM
    • #219

    I have been quiet for awhile but that does not mean I have not been busy! SO I decided to make a demo for UE4 that mimics the game play of an MMO like WoW or FFXIV.

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  • st0lve
    • July 28, 2015 at 8:33 PM
    • #220

    how about u let us real players fight your enemies soon

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