Posts by selmitto
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How did you do those fireworks? Shuriken wizardry?
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Played it and could reach 0 on my first try! Am I that good?
Nice to see you creating new games frequently, good job!
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pURPLE BOX? GUYS,... THAT'S MAGENTA.. PFF!1
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Yeah, I completely agree with what you guys said above.
Personally, getting feedback is one of the most fun and inspiring moments in any project I'm involved in. There's little to no sense to create something that only you will enjoy, so getting someone else's perspective is always valuable. Surely it doesn't mean we should accept 100% of what people say, but there's where the "designer's filter" comes in handy.
Listening is an underrated skill IMHO.
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Great news for you, Sprony!
Even though having a child is something personal and I don't know you iRL, I'm really happy for you!Lemme give a step ahead and ask this:
Name it Hurg.
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The time has come. There's a fresh build to play!
Choose which version you want to play: Windows | Mac | Linux | Web Please, note: there's currently 1 bug that seems to occur when you try to swap planes and your computer is running slow. If that happens, please press "R" to restart the level. If it still occurs, try closing other programs and open Grasp again. Thanks. (More here). Consider this almost finished. I'll probably only implement a couple of animations and call it done.

Sure, there could be many other visual effects and juiciness. Sure, this game could be extended. The levels and mechanics presented demonstrate that, and I have many new tricks with me. But unfortunately time never stops, and as some of you know, Grasp is a one-man project and I'm eager to get my hands dirty with new projects. tick, tack. tick, tack.
I've been learning and evolving enormously along this project! As a Game/ Level designer, now I can safely say that my scripting skills enable me to create a whole game (of this scope and complexity, of course). So, scripting scenes, encounters and other behaviours should be fine on my next projects. To create Grasp, I programmed in C# and did visual scripting. Please correct me if I'm wrong, but those are very handy skills for someone who desires to work as GD/ LD, and I'm happy to have more experience with that!
Another thing I'm proud of is to prove that I'm able to manage playtest sessions, listen to feedbacks and iterate the game based on that. Ahh, there's nothing like honest feedback.
So, yeah. I hope you guys play this and provide any last comments.
Cheers,
Anselmo.
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Quote from generalvivi
Be sure to look up "Zombies optimization guide"
This here?
http://www.optimization.interlopers.net/index.php?chapter=func_detail
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*Mapcore's Seal of Quality*
Superb work, HP and Philip! It's been inspiring to see the progress. Thanks.
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Is it really that bad?
Not that I care that much about reviews, I'd rather have my decisions guided by my peers' recommendations... but those scores seem so low! I really want to play it.
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Anduriel, try increasing the texture resolution. It looks too low res and distorted

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Is this that yearly event that game devs usually ignore?
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No itamz? wat
must play. must test. must.
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Quote from Marcem
I'm not so sure why you have to confirm plane swaps, are you going to add some element for this to become a requirement?
Yeah! Harder levels will have three planes.
This improves the gameplay depth, for example: the player can swap the first and third plane while the middle one stays in place/ swap the first and second while the third one stays in place.
So, not only positioning objects will be important, but also the order of the planes will matter, especially in levels where a form is created by objects from different planes...
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I've removed the links on http://www.anselmo.gd/temp/grasp_playtest/ for now and will update the page with new builds on this wednesday (20/11).
Hopefully you guys can playtest again and check the improvements based on your feedback

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Quote from Marcem
I would do away with the icon entirely, it gets confusing because switching planes isn't instant.I liked the game, but I feel like you're holding the player's hand too much. On level 2, you could probably get rid of the outline fading in, it's sort of condescending.
Thanks for the feedback!
Do away with the icon? I decided to create that icon after watching players move to the other plane and get confused because they couldn't move to the sides. The build they played had the character completely visible and colored, so they thought "wait a second, my character is already there! why can't I move?".
But now that I'm thinking, maybe doing away with the icon and simply showing the outlined character would indicate that he isn't there yet (that's where he'll be after the player confirms the plane swap):
[Blocked Image: http://i.imgur.com/tioVkOQ.png]
I'm just not completely sure if this way people will get confused for not being able to move to the sides, as the other icon above indicated.
I don't want to hold the player's hand too much, so I'll take your suggestion and remove the outlines on level 2. Agreed.
Thanks again!
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Quote from OniLolzDisplay More
Hey guys, I'm new here.
Just uploaded my first awp skin called SweetShot. It was painted direct in the UVW.
Hope you like it!
http://steamcommunity.com/sharedfiles/fi…882&searchtext=
[Blocked Image: http://cloud-2.steampowered.com/ugc/504696746534327509/FA92993E06D70165C292F26CCB2B9753EC9F287E/]
Thurnip: Great skin man! Really loved it
Welcome, Oni!
Loved the skin, makes me wanna eat this weapon

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PogoP, what do you mean? Could you move the objects? Objects with a colored outline cannot be moved though...
The game isn't about moving objects into their corresponding holes. I clearly did a mistake in explaining it during the game (sith happens), but I have an idea to solve that and will implement it on the next iteration. Thanks for the feedback!
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Off topic: isn't it possible to quote people in the mobile version?