|Submited on :||Sat, 16th of Mar 2019 - 01:08:38 AM|
|Post ID :||b1hflv|
|Post Name :||t3_b1hflv|
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|Subreddit ID :||t5_2qwj8|
Okay, that shield arc drawn on the ground when you block is such a cool idea. I’m going to have to remember that one!
Have you tried implementing a boss fight where the player chases the boss through multiple portals, taking them through different strategic environments? This idea is based off of the first gif of your portal system
Haha, that's a great idea actually.
You’ve got a hit on your hands here my friend.
Really liking all the particle effects!
The pure white flash is kinda hurting my eyes but maybe it's just me. It looks great in every other sense :)
I agree. A simple white tint instead would be better imo. Particle effects are looking great though!
Maybe having a small adaptation time too, like not instant white but fading to it and out of it (super short obviously, like 0.2s or even less) ! No actually now I think of it maybe just a fade out time otherwise you reduce the player's feedback
Same here. I involuntarily blink every time it happens.
Something like axiom verge would work better. Static instead of white. Lots of possibilities
This is so cool, looks very fluid! We’re making a 2d top down game with cutout animation and animating fights is more complex with 2d bones, even if should be easier.
Keep up the great work!
Thank you kindly! :D
Sell. This. Game. Seelll it to me nowwww
Oh man, you’re consistently motivating me haha
Kudos - I look forward to trying this!
I like the bloom you have on the really thin lines - what bloom post process are you using?
gameplay looks super fun
This is great man! Keep it going!
I can hear that gif when he hits with the hammer
Omg I loblve it please let me buy it
Soon! :D Why not join us on Discord until then? discord.gg/Mirador
I'm a little bummed out that you seem to be abandoning Castle Story which still is a buggy mess :(
I totally get where you're coming from. However, Castle Story stopped being financially viable (as in, we haven't made profit from sales) for at least a year and half/two years now. Pretty much all the content we added after 1.0 was at a loss. We knew it was going to be at a loss, but we invested it anyways because there were still some issues we felt really needed to be fixed/things that could add a lot of bang for the development buck and add more replayability to the game.
We're still humans though and we have to make some money if we want to keep making games, so we had to move onto a new title. We know Castle Story isn't the perfect game, but honestly we're pretty proud of it. We didn't abandon it after the Kickstarter, nor after the rough times. It took us 5+ years but we still got it done. We made sure it had everything that was originally planned (and considerably more), improved performance a lot, etc.
While it's entirely within your rights to do so, hearing you say it's a buggy mess kind of stings. There are definitely issues, there will never a game without bugs, but we're pretty proud of having brought Castle Story through the finish line and we feel like it's a fun game despite some of its issues.
If you'd like to take a moment to read this, it's sort of a mini mea culpa on the struggles we had developing Castle Story and why it took longer than expected/was harder than expected. https://www.reddit.com/r/CastleStory/comments/8m5kie/sauropod_studios_have_just_announced_they_are/dzmefbl/
Wow, now I feel really bad. I'm sorry for being so harsh. I just really like the game, and remember watching that first teaser and being really hyped. I was 15 at the time, and imagined building castles and defending them. I never really back stuff on Kickstarter but was excited once more when it hit it's goals. I watched all of your little videos where you show your stretch goals and such, like the hugs and backer island. I pirated the game (sorry) in early development, and really liked it just for building stuff. When invasion mode was added I bought a copy. When it got co op I bought another copy for a friend. We tried to play together but gave up after trying for two days with us losing connection and progress constantly. I was really dissapointed and stopped playing.
I tried it again just last week, and lots of menus and content had been added. All i wanted was a functioning co op invasion mode. We tried again and had lots of problems joining each other, crashes as well as I found many added features annoying. Crafting wasn't on my list of things I wanted in the game, if anything we thought it made the game slower. After being annoyed at the AI and controls for a few hours we stopped again. It's not bad it's just not what I wanted, or thought you were going to make 5 years back.
I will definately read your post, and again I am sorry I was so hard on you guys, but I really wanted Castle Story to be amazing, and I probably had to big expectations. This new game does look amazing, but it's not for me. I really hope this one pans out like you want it to. I really enjoyed a lot of the time I spent in Castle Story, and absolutely do not wish that I hadn't bought it.
Thanks, no hard feelings at all. :) Castle Story was our very first project and we pitched it a long time ago, as the years evolved, what the community wanted and what was popular at the time changed too, so we tried to adapt.
Officially, you can play Invasion in Shared Control, not co-op. That means you both control the same set of Bricktrons and protect the same Crystal.
You can, however, play Conquest in co-op, where each player has their own crystal and you both work together to take the island back from Corruptrons.
If you're having issues getting multiplayer to work, we'd be glad to help you guys out. Just drop by the Castle Story Discord (discord.gg/CastleStory) and ask in #help, if it's not me, it'll be another of the very active players that will help you out. :)
This looks really cool! I have the enemy move around a bit though, otherwise it kind of feels like, you go in and hit, go out, go in and hit, go out, etc
Thank you for the feedback :)
Holy hell this is awesome! How is unity compared to unreal? Attempted to download unreal and it practically grenaded my MacBook Pro 😂 would unity run any better?
Unity is definitely more lightweight than unreal but then again, it depends on what type of project you are doing and how big it is
How did you manage to create the spike ring attack?
Him turning completely white when taking damage is a little over the top i think.
You got it