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DStecks

62
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A member registered Feb 06, 2014 · View creator page →

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Why can't this setting be made part of the search filter? Instead of it always and only being an account-wide setting?

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I currently have this message in my account:


EDIT: the pasted image appears to not be displaying for me. The image in the text says "You have NSFW content uploaded so we'll always show adult content on the site"

While I may have NSFW projects associated with this account, I am very much a hobbyist with a day job, and I would like to be able to search up browser games while on my break without a bunch of NSFW content showing up. I don't get why I should be completely locked out of the option to block NSFW when I don't want to see it / am not looking for it. Even if I'm at home, if I'm looking for a browser game to play, I'm probably not interested in NSFW ones anyway!

Never heard of Sigma Theory - at first I thought you were talking about like "sigma male" crap - and it certainly looks interesting, though a part of me is worried to check it out too closely, it looks very similar to Silent Weapons in a lot of ways and I wouldn't want to risk plagiarizing it.

Anyway, the long version of this post will get into full details of what the tactical missions will look like.

What's your Discord?

Will it need it? No. But it also isn't truly consuming any work time that would have gone towards any other aspect of the project, it's something purely for my own enjoyment. 

And geez, I didn't even realize that I haven't gone into much detail about the game mechanics. Guess I know what the next blog post should be!

If you're interested I'd be super down to collaborate with you on it, I think it's got tremendous potential.

Oh my god! I was going to interview you for my YouTube channel but the scheduling just never worked out, but you sent me a demo of Roggle and it was fun as hell, I still think about it pretty often. I'm 99% sure I lost the demo, sadly. What ever happened to that project? It looked like it was going really well, then all your social media went dark. I honestly thought you were probably dead.

Are you the same DangerMomentum who was developing Roggle back in 2016?

Oh don't worry, this is very much going to be Crusader Kings and not Total War. The only 3D models will be for CK3 style character bits, and they'll be at an era-appropriate graphical fidelity. The light tactical bits will look more like Duskers than anything else.

The absurd level of geographic detail is purely to satisfy my own love of geography; and because I think it would be fun if most players are able to set up a secret base in their IRL hometowns.

And I would love to release an alpha for testing, but there is currently literally zero gameplay, all there is to do is admire the excessively detailed map, which is neat, but only for a couple minutes.

I'm going to be releasing the game into early access, so everyone will get to be a beta tester at first lol

Wish I could provide better feedback but it doesn't happen super consistently, the 3x3 puzzle is just the worst one for it. If it helps at all, the pieces that go in the middle of the top and bottom rows are the ones that, for me, almost always fail to connect. It happened some in later puzzles, but never before that puzzle.

Just got past it, by just trying to connect them repeatedly? Is this a glitch or did I just brute-force the puzzle? (It's the 3x3 grid level)

I don't understand the principle behind the puzzle where sometimes pieces that should interlock won't connect. Am I missing something obvious?

The specific dimensions are a lot less important than just maintaining a consistent pixel size. As for what dimensions you want, it's going to depend on your art style. Some styles look sharp at an ultra-minimal scale, as small as a 5x5 tile. Sometimes you want detail, and you might want something that pushes 32x32 or larger.

Very distinctive look. If it were isometric, this would look just like a 90's CRPG, and I mean that as a pretty high compliment.

The short answer is "no". 

The less short answer is "yes, unless someone tells you to stop". 

The long answer is "it is ultimately at the discretion of the rights holder whether or not to enforce their copyright against you, but they will never not have that right, regardless of whether you are selling the product. You will need to look into whether the thing you are making a fan game of has rights holders who strongly enforce their rights, or are more permissive, and whether this permissiveness depends on the fan game being not for profit. Making a fan game is never 100% safe, since even if a rights holder has a policy of permissiveness, they still can retract that at any time, or even apply it on an individual basis, since it is not a legally binding concept. It is not a good idea to sink effort into a fan game because most rights holders are not permissive, and will send a cease and desist with zero warning."

Great points!

Somewhere on my long to-do list is a game that's Freelancer in an off-brand Star Fox setting.

Yeah. Twine is HTML, CSS, and Javascript.

If it's a fairly standard visual novel in terms of the structure, then I actually think that Twine might be a viable option.

"once"

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Holy cow, this is super-high quality. I've already got a bunch of my own projects on the go, but if all you need is a programmer, I'd love to collaborate with you on this.

Unfortunately, overhauling the level design means overhauling the control.

Not in the sense of the basic controls and what they do to the car, but more that I need to give the cars some kind of functional suspension system, and get rid of the paradigm that assumes the car is only under control if it's on level terrain or a hand-placed slope.

A new devlog, on how I'm overhauling the level design. Again.

I'm just really not feeling like the game will be fun if I see it through to completion with the level design that it has. It's just not nearly as fun to drive around in the city as it needs to be. I'm honestly not happy moving forward with the game until the prototype is at a point where it would make people say "why would I want to buy the full version, this is already loads of fun as it is".

This does mean though that AI driving is going to be delayed again. 

Itch is primarily used by solo devs and small-scale dev teams, so the only way there is going to be mainstream-level graphic detail is if either A) the game is extremely short and minimally interactive, or B) it's made with purchased assets; neither of which is a particularly popular solution. 

You say that like Steam actually pays attention to what developers do

Absolutely. There's no good reason for Windows devs to use .rar when compression to ZIP has been built into the OS since XP.

I found it hard to control, but on a technical and artistic level it is very impressive.

Any thoughts on possibly allowing off-site image hosting for situations like this? In the vast majority of cases it can probably be worked around, but I was just wondering if you'd considered it.

Very nice stuff, you've definitely got a knack for cute pixel art. The moon and the trees especially look great, and Santa's sleigh and reindeer show a really strong ability to communicate imagery with the bare minimum of pixels.

Looks amusing. My only suggestion would be that the area surrounding the arena is way, way too bright. It's a really vibrant shade and it draws the eye way more than the actual gameplay area. I think something like a burnt orange would still communicate lava wihout being so distracting.

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My personal opinion is that there's no point in releasing on Steam unless you realistically expect non-trivial sales. If you're releasing cold, with no serious marketing and little interest following you, then all you're doing is spending $100 for the privilege of drowning in a more prestigious sea. 

Major update.

Massive refinement of the gore gameplay, including Manual Transmission, Boost That Actually Works, and Dynamic Camera Awesomeness, just to mention some of the stuff in today's huge update.

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Oops, should have checked the link before assuming it would work. Fixed the link now.

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I'm reasonably good at delivering lines (here's my ouevre) and I'm looking to volunteer my services to any project that otherwise can't afford voice acting. I have high-quality recording equipment.

Neat idea. Don't know if I'd make use of it, but it is a neat idea. You'd definitely want the final value and increments to be user-specified, though.

I'm asking for a portfolio. 

What's your actual professional experience in internet marketing?

Hi! Are you a native speaker of Quebec French, who's willing to provide consultation on a project set in Quebec? Because I need help to not make myself look like a moron!

This will be a fairly low-scale consulting, basically just a pass to make sure I'm communicating what I'm trying to. I'm OK with the project having bad and cringeworthy French, since that actually kind of works with what the setting of the game is going for, and because I'm into bad translation stuff like that when it's in English. 

You will be compensated, especially if I decide to explore a full French-language translation and you're open to it.

Wow, you are really good.