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Messages - Tukimitzu

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106
SFML projects / Re: Blind Jump: Space Themed Roguelike
« on: February 15, 2016, 02:42:19 am »
Nice! Good job so far. Reminds me of Risk of Rain, if it was played from a 2.5D perspective.

107
SFML projects / [POLL] Name This Game
« on: February 14, 2016, 10:02:07 pm »
Note: I'll make a Round 2 of this poll including the suggested names and the winner of this poll.










Yes, this is a heart battle formation.

108
SFML projects / Re: [TURN-BASED STRATEGY] No name yet
« on: February 10, 2016, 08:22:32 pm »
Interesting game concept! I've never played something like this, looks fun :) Also, good luck with being greenlit in August ;)

Thanks Ironbell!

109
SFML projects / Re: [TURN-BASED STRATEGY] No name yet
« on: February 10, 2016, 08:20:56 pm »
They basically place their "special units" on opposing sides of the battlefield to insult and shame the other army.

Hahaha that's the kind of humor I'm going for!  ;D

110
SFML projects / Re: [TURN-BASED STRATEGY] No name yet
« on: February 07, 2016, 07:01:46 pm »
Hehe Thanks guys, this is not a super official announcement yet so I didn't care for the art. I'll sell the game better in a few months, but thanks for having faith!  :)

111
SFML projects / Re: Cendric: An RPG Platformer
« on: February 05, 2016, 05:44:15 pm »
Hey, nice water!

112
SFML projects / Re:creation - a top down action adventure about undeads
« on: February 05, 2016, 05:30:45 pm »
1) Yeah, I have some communication between them, but it's pretty minimal and is done with events. So, systems just send events to which everything (including other systems) may subscribe to and then handle as needed.

2) There's some info here: http://en.sfml-dev.org/forums/index.php?topic=18062.msg139016#msg139016
But feel free to ask more questions if you feel that this is not enough to see the whole picture. :)

I see, the communication between my systems happens through events as well. As you said, it is minimal, but don't you think it is a big deal? I sure do. Maybe it's because I'm working on a turn-based strategy game, where events are essential.

I have another question, I don't know if you talked about it already somewhere: how about GUI? Are buttons and other GUI elements Entities as well?

113
SFML projects / Re: [TURN-BASED STRATEGY] No name yet
« on: February 05, 2016, 03:47:03 pm »
Can you please post images on something like imgur.com? I can't see images because they're on your Dropbox which appears to be private.

Thank you for letting me know! Images updated!

114
SFML projects / Re:creation - a top down action adventure about undeads
« on: February 05, 2016, 06:36:03 am »
Hey, dude, nice work!

I also share your love for ECS. And it's interesting to see a implementation different from mine.
I have 2 questions about your implementation:

1) Do you have/need communication between systems?

2) How do you handle events?

Thanks!

115
SFML projects / Re: [TURN-BASED STRATEGY] No name yet
« on: February 05, 2016, 05:43:30 am »
Sounds very interesting, and one and a half. I love the idea and wish you good luck on your project. And yes  League of Legends is taken. Also, when you do put it on steam greenlight i would be happy to vote. Keep up the good work.

Thanks lordseanington, I will show the progress whenever I have made some, or when I come up with an original name I guess.

A countless number of captains (12 captains)
I'm sorry but I can count to 12!

Thanks Hapax! But, you know, marketing and stuff!  ;D

116
SFML projects / [TURN-BASED STRATEGY] No name yet
« on: February 05, 2016, 02:17:48 am »
Hello everyone!

I'm here to gladly present a game me and a small team (1 and a half guys) are working on. It's a Turn-Based strategy game that will be awesome, see why:

The Concept: You and your opponent are at war, engaging in battle after battle. The first army to wins 2 consecutive battles wins the war.

The Challenge: After each battle, the loser can rebuild his army, and the winner will fight with the same army composition of the previous battle. Can you win in disadvantage?

Featuring:

Intimidation strategies


Stunning attack animations


Informative GUI


Epic close combat battles


Realistic battle formations that make sense


A countless number of captains (12 captains) with a variety of unique abilities (2 or 3 unique abilities each)


The Art Style: This is the art style we are going for.


The Battle: The battle goes as follows: you choose your captain, he chooses his captain, you choose your formation, he chooses his formation, you use abilities, he uses abilities (this 5 times). You both meet in the center where the larger army will probably win. Or you can solve the conflict with a 1vs1 combat, where one of your units volunteers to fight for you. That's an option.

The Units: Each unit has a attack type which can be one of four: Fire, Water, Earth or Air. Each unit has a resistance to each element. Units have no health bar. If a unit is hit, either it blocks the attack or dies a horrible death.

The Battle Field: awesome.

The Single Player: Working on a campaign. Should be fun. And also an Arena mode.

The Multiplayer: The game will feature multiplayer mode, both online and offline, in case you want to play with your little brother. For online multiplayer, we are working on the matchmaking where you battle against players of similar experience. And LAN of course.

The Release: We will submit it to Steam Green Light on August.

The Name: League of Legends. Wait, is that taken? LoL xD RofLmAo

Thank you, and criticize whatever! Suggest whatever! We got plenty of time till August!

117
SFML projects / Re: memoria
« on: September 09, 2013, 08:37:58 pm »
very cool concept, man!
very hard also...

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