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Author Topic: Witch Blast (dungeon crawl shooter)  (Read 103480 times)

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Mortal

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Re: Witch Blast (dungeon crawl shooter)
« Reply #150 on: October 01, 2015, 04:40:53 pm »
amazing, good job. i like the graphics and effects. the most i like the inventory screen , it looks really fabulous

Cirrus Minor

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Re: Witch Blast (dungeon crawl shooter)
« Reply #151 on: October 02, 2015, 02:10:49 pm »
Thanks MORTAL, and yes, the 2D artist who's joined the project is very skilled!



And I've now added Witch Blast to IndieDB, here:


Cirrus Minor

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Re: Witch Blast (dungeon crawl shooter)
« Reply #152 on: October 13, 2015, 08:43:28 am »
Hi!
There are a lot more Witch Blast players, as I can see in the scores database.
The reason is that the game has been featured last weekend on GameJolt, it gives it a lot of visibility.


Witch Blast on GameJolt: http://gamejolt.com/games/witch-blast/95627

We are working on a "feedback" patch to fix the bugs of the new version and to improve gameplay.
It will probably include an experimental multiplayer mode (à la BoI: a player controls a fairy with the gamepad). It's a GitHub contribution from a developer.


Mac OSX build (with online scoring) available on GitHub: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.7
« Last Edit: October 13, 2015, 08:45:47 am by Cirrus Minor »

Cirrus Minor

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Re: Witch Blast (dungeon crawl shooter)
« Reply #153 on: October 19, 2015, 08:16:49 am »
Today, a short gameplay video with:
  • the 2 players mode: the second player can control a fairy with the joypad. The fairy has no hitbox yet, starts with a weak standard attack, and evolves at the end of each level (she can gain power, speed, an elemental attack, double-shot, etc...),
  • the score in game: because Witch Blast becomes more and more a scoring game - with the online hall of fame - players have suggested to add the score in the game UI - like a "normal" game :P - and they want to understand where the points come - in the video, we can see how much finding a secret room or completing the first level without losing a single HP do.

That will be in the next patch.
There will be some new / updated graphics too, and the 2D artist is working on the UI right now (for the score, and more...), and of course bug-fixes and improvements.

http://www.youtube.com/watch?v=U_gSdqjZXwM

Tank

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Re: Witch Blast (dungeon crawl shooter)
« Reply #154 on: October 19, 2015, 10:03:09 am »
Really awesome work. It's one of those ultra-active SFML projects, love it. :)

Cirrus Minor

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Re: Witch Blast (dungeon crawl shooter)
« Reply #155 on: October 19, 2015, 10:52:09 am »
Thanks Tank!
I've looked again at my first message here, and I can say I've never thought this project would go so far...
And I'm glad Witch Blast has become, for some people, an example of what we can do with SFML.

Oh, and I've done a short video about the evolution of the game, one week ago:
http://www.youtube.com/watch?v=2K_Sa-kIXpo

Cirrus Minor

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Re: Witch Blast (dungeon crawl shooter)
« Reply #156 on: October 29, 2015, 04:49:50 pm »
Witch Blast v0.7.5
Download: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.7.5

Hi!
Today, the new update, with the 2 players mode, a new scoring system, a new UI, the score in the game screen, and more.

Thanks a lot to Geheim, achpile and AFS for the translation (since the 0.3.x)!

Changelog (from v0.7 to v0.7.5)
(click to show/hide)


Pause screen



New color for explosive barrels


Have fun !

Tank

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Re: Witch Blast (dungeon crawl shooter)
« Reply #157 on: October 31, 2015, 12:54:56 am »
Jeez crazy! Nice update :)

subconsciousbias

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Re: Witch Blast (dungeon crawl shooter)
« Reply #158 on: December 02, 2015, 09:58:13 am »
How did you do save/load games? Can you go into detail? Did you use serialization from boost library? I am very curious to hear your explanation.. I love the game, very nice.

Ruckamongus

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Re: Witch Blast (dungeon crawl shooter)
« Reply #159 on: December 09, 2015, 07:25:34 am »
How did you do save/load games? Can you go into detail? Did you use serialization from boost library? I am very curious to hear your explanation.. I love the game, very nice.
It's open source, so you can view it yourself: https://github.com/Cirrus-Minor/witchblast/blob/master/src/WitchBlastGame.cpp#L6165

Cirrus Minor, you haven't made any changes to the dev branch in a month! Are you giving up on Witch Blast? :(

subconsciousbias

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Re: Witch Blast (dungeon crawl shooter)
« Reply #160 on: December 09, 2015, 10:57:13 am »
How did you do save/load games? Can you go into detail? Did you use serialization from boost library? I am very curious to hear your explanation.. I love the game, very nice.
It's open source, so you can view it yourself: https://github.com/Cirrus-Minor/witchblast/blob/master/src/WitchBlastGame.cpp#L6165

Cirrus Minor, you haven't made any changes to the dev branch in a month! Are you giving up on Witch Blast? :(

ty!

Cirrus Minor

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Re: Witch Blast (dungeon crawl shooter)
« Reply #161 on: February 23, 2016, 05:34:07 pm »
Hi everybody!
Cirrus Minor, you haven't made any changes to the dev branch in a month! Are you giving up on Witch Blast? :(
I had to make a "pause" in my projects but now, I will try to go on with Witch Blast.
I'd be really glad to have a v1 release some day.

Quote from: subconsciousbias
How did you do save/load games? Can you go into detail?
I don't use serialisation, I'm saving information about the current state of the game and the player (which level, how many gold coins, HP, etc...), the map of the level, and each room (room type, tilemap, items, blood particles, etc...
And as Ruck said, you can look at the code ;)