10.03.2019 - Round 1 results of our "A Love Letter For FreeBASIC" game dev competition have been published. Please be sure to check the results thread: http://games.freebasic.net/forum/index.php?topic=629.0. Don't forget that the competition is continuing with a round 2, lasting till 29th of April, 300 USD first prize. Stay tuned!

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Messages - ecxjoe

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General Discussion / Re: Project almost ready for release...
« on: May 12, 2017, 09:29:04 AM »
How's it coming?

General Discussion / Re: Wow.....
« on: February 14, 2017, 02:53:02 PM »
I still come here once in a while.

Work In Progress / Re: Toadman 3
« on: July 26, 2016, 10:07:05 AM »
Thanks Clay Dragon! Glad you liked it. :D

Thanks for the feedback. I'm hoping to have that issue fixed for the next demo.

Work In Progress / Re: Toadman 3
« on: May 12, 2016, 10:29:56 PM »
Cool! Thanks for the feedback guys. This is good stuff. Really appreciate it. :)

So it's about the middle of the year, already! I can't believe this isn't done yet. I'm hoping to have all the stages mostly done by the end of the year, and to spend the next several months fine-tuning everything and adding the final touches. I have three more stages that have been started, plus I want to make one more that takes place in space (on a space station). So that would make at least seven stages, which is a good amount I think, anymore might be stretching the game too far, but we'll see. Meanwhile, I'm still iterating over previous stages to make improvements. Lots of work to do.

Work In Progress / Re: Toadman 3
« on: March 14, 2016, 11:52:49 PM »
...and I'm sorry it took a year instead of a month...

Anyway, here's the playable demo. :)


Some new screenshots:

Here's some new screenshots.

Work In Progress / Re: FB RPG with RPGMaker GFX
« on: February 17, 2016, 08:27:05 AM »
This is great! Keep up the good work. :)

General Discussion / Re: Wow.....
« on: February 17, 2016, 08:25:50 AM »

Work In Progress / Re: Toadman 3
« on: March 07, 2015, 10:30:04 AM »
Here's a new gameplay video: http://t.co/YFBUNEQfbO.

Also, the title has been changed to Toad On Fire. Here's the menu/title screen: http://t.co/SmTpGT1YAL.

No more teasing after this. I'll have a playable demo out next month.

Work In Progress / Re: Toadman 3
« on: February 25, 2015, 05:23:32 PM »
Thanks man!

The last two months haven't been as productive, but the game's still progressing. I'm hoping to get back up to speed.

Working on having a playable demo soon, hopefully it'll be ready for late March or early April. Then I think it's just a few more months of dev to finish the game, mostly for additional content and polish.

General Discussion / Happy New Year!
« on: January 01, 2015, 02:03:09 PM »
Hope you all have a great year!

General Discussion / Re: Man, we have seriously slowed down.
« on: December 23, 2014, 11:23:20 PM »

Don't remind Lachie. He can't take it.


Work In Progress / Re: Toadman 3
« on: November 21, 2014, 11:52:19 PM »
Oh, and thanks for the comments, Berrian and Lachie! Makes my day when I get feedback. :)

Work In Progress / Re: Toadman 3
« on: November 21, 2014, 11:50:52 PM »

Been getting a consistent amount of work in for a few months now, 10-15 hours a week. Made progress in most areas: levels, gameplay, etc. Even with that much time going into my game each week, I'll need to narrow my scope if I want this finished within the next six months. I wanted to do bosses, and maybe some non-dialog cut-scenes, but I think that's a bit of a stretch at the moment. I'm putting my efforts towards the gameplay and level design, trying to find the right balance of puzzle, action, and exploration, while at the same time offering something new and different. That's the goal. If everything falls in place nicely, then I might do the extra stuff. But if the game feels complete, then I'll consider it done.

I've been experimenting, trying to discover what I can do with the elements and mechanics I already built in, instead of adding more. It's a good way to not expand scope, make the most of your level design, and discover new ideas that add originality. I think I'm getting somewhere. One example is that I found the open areas to be more fun than closed, narrow passages, and that the trees add an excellent strategy element; you can blast out a path of trees to take cover, or as an alternate path around tense areas.

When I started this project, the level design leaned toward the classic "find key here, back-track to open this door, to hit this switch that opens another door" pattern. I've done that before, so it felt like retreading old ground; and second, everyone's played that type of game. I want this to be something fresh. So the more I've worked on the game, the farther away I moved from that. It still has those elements, but I try to use them sparingly.

You might notice that I removed the fuel bar. I decided that having to watch your ammo and collect fuel pickups was too distracting for this type of game. And if you are new to a level, you don't really know how generous it is with pickups, so you might conserve your ammo instead of blasting away trees like you're supposed to. So instead, I gave the player infinite ammo, since you rely on it for almost everything. It feels more rewarding.

Work In Progress / Re: Toadman 3
« on: November 04, 2014, 12:45:49 AM »
Thanks for the comments, Dr_D!

There are many tweaks I have in mind to make before the game is complete. One is to show the toad somewhat submerged in water when he's over the dark blue tiles, with splash sounds as he crosses the shallow water. For hopping across the gaps, I just left it at "good enough for now, I have a game to finish" state. I'm sure I'll visit it again later to add some polish.

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