Thanks for the input! there will be a new reworked demo soon.
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Yeah, physics and control systems are still under development and we expect them to get better in time. The player speed and jump height was modified a lot during internal playtesting - this is why some parts of the level might feel off and feature unintended shortcuts - they were made when these setting were different. Thanks for the feedback!
Thanks for the feedback!
Game will have a save system of some kind for sure. Either checkpoints or quicksaves. Maybe both. Altough we think about exprimenting with something more connected to the gameplay - something that would reward the player for using the save option more sparsly.
floppy disks right now are sort of collectibles that indicate if you found all the secrets. Their function will probably change later in development.
Thanks for sharing your thoughts! We're building the game around more tactical gameplay, where resource management is a thing and where every weapon would be useful in different situations. At least in the beginning phase. If we make parts of the game a power fantasy it will require some buildup so the player feels like he earned it. At least that 's the idea:). We have some pretty powerful and devastating weapons and powerups in the works. We're also thinking about including different game modes and mutators that can turn the game into a more trigger happy experience.
Hi and thanks for the feedback! All of these issues should be addressed in the future one way or another. At this stage nothing is set in stone and a lot of things will change. Hopefully for the better. "Always Run" can be toggled with a hotkey and you can change key bindings in the options menu. propper save function is in the works. AI and movement physics are also under development.
Sword is tricky to ballance. if we make it more powerful it might reduce the usefulness of other weapons. The way it's designed right now is to make the player having to dodge bullets and attacks and not just stand in place when using it. We also plan od introducing some useful powerups that will make the sword more effective in certain situations. Player souldn't rely on th sword too much as this is a shooter game frst and foremost:) Altough there is a lot of playtesting ahead us. If it turns out to be fun enough we might make melee combat a bigger part of the game.
Color picker would come in handy anyway. I sometimes need a pallete with exact colors from the image and now I have to tediously recreate them with color sliders.
This is the result I'm getting with c64 palette:
Does this version fetaure the color picker? the drag and drop image interface also doesn't seem to work anymore. Oh, and some of the effects like dithering and scanlines only have a correct preview on 1:1 zoom. But this was also an issue in older versions. The C64 palette still needs a fix. It has one grey tone too many and no purple. Aside form that the tool works perfect.
Hi, do you think we could use the Matriax8c palette in our game? We would like to implement a palette swap option, and this would be one of the options. Sorry for asking here but I couldn't find a way to send a PM anywhere. You can message me @DavidKayConrad on Twitter.
I'm also having problems with exporting images. Both 132 nd 135 versions. 132 exports cropped image and 135 scales it down and displays on top left corner on the bitmap... I tried reinstalling and using different settings. Nothing helps.
I think there's a bug in C64 palette. It generates additional grey tone, just slightly lighter then the darkest grey. And It desn;t seem to utilise the violet color at all. Even when I import an image that is already in that palette all violet color is converted to blue.