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Messages - Rotondo

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General Discussion / MOVED: WOOOOO~~
« on: July 25, 2017, 12:26:35 AM »

General Discussion / MOVED: 3D Printed Blockhead Model
« on: July 23, 2017, 07:31:50 PM »

Development / Re: 2017/06/27 - New Forum Server
« on: June 27, 2017, 11:30:36 PM »
Badspot: "Mr. Meeseeks fix the forum"

Just imagine Badspot's head on Jerry, I'm too busy at the moment to edit it.

Random stuff:

Messing around with making certain items shiny to make them stand out and seem important

Rainbow FX is probably too much

Hyper realistic bobbing in water with the waves that are way too high for a calm lake

Way too large gif of testing out swimming animations

is that just to display the inventory, or does it actually drop to the ground?

would be kind of funny if inventory worked kind of like in homestuck, where it was like a stack/queue or whatever and you had to drop stuff to get to what you want

It actually drops to the ground. It's a really funny inventory system, but it might be worth it to be more conventional in the long run.

how about shows inventory in top corner and you can only hold up to howevermany items

Yeah I definitely want to have some indication of either how many items you have, or at least show a button prompt if you can currently store it.

Kickstarter update out:

Has a bit more info on some stuff, along with this gif of the pocket inventory working:

Development / Re: test
« on: June 09, 2017, 03:30:51 PM »
I think most of us presume it was a joke to get us riled up, but there isn't really any sure way of knowing unless Badspot or Rotondo tells us.

It was definitely not a joke, that'd be extremely stuffty of us to do.

We just made the mistake of announcing a feature before it was 100% set in stone.

At the time it seemed like a sure thing, which is why we thought there'd be no harm in talking about it.

I'm pretty sure Badspot or I mentioned this somewhere, where we lamented talking about it so early before it was fully planned out.

Beta patch notes:

Kickstarter update will be out sometime with some more wordings.

Put out an update to the beta.

Lots of changes, more info tomorrow.

Might be some weirdness due to memory corruption.

Now is a great time to for those who like to play "Find the difference".

Posted an update on the Kickstarter with new development stuff, lots of gifs:

Off Topic / Re: 300 US Marines vs 60000 Romans
« on: May 20, 2017, 12:45:45 PM »
The flaws in this video particularly are hilarious.
The romans have superior numbers and formation.
They have shields which should at least stop or slow down a couple of rounds, depending on the ammunition used.

But for whatever reason:
-the shields do nothing.
-the romans only send a few men at a time.
-the marines do not have to reload.
-the marines do not run out of ammo.

Just adding reloads with a little timing randomization would make this much more interesting.

Shields should at least slow down the bullets, it seems like they almost pierce right through multiple people easily. Plus dead Romans should be able to absorb some bullets.

It's really a shame, with a little more depth and randomization this would be much more fun to watch.

Sorry for not posting, things were pretty bad so I tried to minimize any non work typing as much as I could.

A lot of new stuff in the game, but I'll talk about most of it on the next Kickstarter update.

For now look at this gif of a giant sword you can pick up and use as a weapon:

Games / Re: The Forgettable Dungeon: Steam Page Live - Overworld Progress
« on: December 16, 2016, 03:45:57 PM »
Guys let's be real here, I'd port the game to a microwave if they threw enough money at me.

On a serious note, I'm personally really hoping that the 3ds stays alive as I'd love to eventually port the game to it. Especially since the touch interface would be perfect for drawing.

Sadly it's looking more like it'd be the switch if anything which is a bit of a bummer since it most likely lacks a touch screen.

Games / Re: The Forgettable Dungeon: Steam Page Live - Overworld Progress
« on: November 22, 2016, 12:59:55 PM »
yeah, but I'm a bit surprised that the 360 controllers weren't detected
I'll try testing them on my main PC later today, how do I go about starting it?
I suspect it's just have the controllers plugged in and launch the game and it's detected?

It was most likely due to the streaming that it had issues, some people have reported success with that while others have found problems.

On your main pc it should detect controllers if you plug them in after the fact, steam controllers could potentially be doing something to interfere with this but I'm not sure.

Games / Re: The Forgettable Dungeon: Steam Page Live - Overworld Progress
« on: November 22, 2016, 11:08:49 AM »
that sounds like a lot of fun to figure out in local co-op

but having issues getting it to work, had two xbox controllers plugged in + 2 steam controllers, but no inputs (including mouse+keyboard) were working
this setup has been working pretty well for games like overcooked, dungeon defenders, and hammerwatch, so I'm not sure what would be different
I suspect it might be from streaming it from my main computer to a laptop to play in the living room, going to test on my main computer sometime soon

I'm sorry but that's a bit of an edge case. Not sure if I could go about supporting every configuration, but I do plan on integrating better support for steam controllers eventually. Especially now since they gave me the release steam controller for testing, as well as a link.

Right now I'm aiming for 360 and generic usb controller support for release, I also want to have the option to change the tool tip popups to be ps3 buttons as well.

if i purchase the beta, will it run on mac? (MacOS Sierra)

I've yet to update my mac to the latest version, but I've not heard of anyone having problems.

Hopefully someone who runs the beta on Mac can help you, otherwise I'll update you when I get around to updating my Mac.

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