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Messages - selmiak

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1
Indiana Jones and the Seven Cities of Gold News / Re: HAPPY NEW YEAR
« on: January 09, 2019, 11:52:27 am »
hi TMA, glad you made it here :D

Is there any chance you want to even help us get this success?

2
Indiana Jones and the Seven Cities of Gold News / HAPPY NEW YEAR
« on: January 01, 2019, 03:37:40 pm »
HAPPY NEW YEAR EVERYONE from the Team Binary Legends!

With this let me drop a small announcement, we are indeed working on a short sideproject/demo/christmasgame/demo2.0 thing. We created lots of animations, characters, backgrounds and music that we can use for the full game, so when this little game is release you know what quality to expect from a full 7 Cities of Gold game.

Tremulas said 10th of January will be the release. I say, this is the aimed release date and won't settle on any date with the small game initally planned as a christmas game in 2018. I just hope we keep our steam and release something this month... HAPPY 2019, get busy! ;D :hat:

3
Project Discussion / Re: Real Progress!
« on: December 24, 2018, 01:23:56 pm »
merry christmas everyone! :D

4
Adventure Games / Re: Fate of Atlantis Poster from BiT Magazine
« on: November 19, 2018, 09:30:23 pm »
now that is one ugly poster! :D :hat:

5
I probably played Maniac Mansion before I played Zak McKracken, but I can't quite remember :P

What a fun project this was and the outcome is great. Matthew Alan Kane even commented on the video  8)

6
General Chat / Re: Indiana Jones - Raiders March [Minecraft Noteblocks]
« on: September 14, 2018, 10:08:08 am »
Don't they know there are different lengths of notes in the world?!

But I love that giant square boulder behind the other guys in the background from around 2/3 of the video  :D :hat:

7
Adventure Games / Re: Return of the Tentacle
« on: July 29, 2018, 09:26:31 pm »
8) :D

8
Adventure Games / Re: Indiana Jones and the Return of the Fan Games!
« on: June 21, 2018, 05:39:53 pm »
:hat:

9
for that topic title the game has waaaaaay to little pixelart in it. The opening scene is great, but from there is is just a textparser game. And I haven't found the part where you draw stuff yet. But it is like an advertisment for a pixelart studio or so. They sure need pixelartists when their game has only an opening screen ...  8)

Quote
You enter a gallery with huge pixel art pieces hanged on the walls. This is the permanent collection of artworks made by Matej 'Retro' Jan. One day you'll be able to look at them, but they're not coded into the game yet. The hall continues to the east wing of the gallery. Stairs continue up to the art studio
:P

10
The header looks very nice for a start.
Don't forget about the outbound links on a special page. We don't have a facebook page but some kind of webring like link structure with other adventure game devs. Good for interested visitors to stay "in the scene" and also good for search engine ranking.

11
Indiana Jones and the Seven Cities of Gold News / Re: Happy new year :-)
« on: January 06, 2018, 09:55:11 am »
Happy New Year everyone reading this and awaiting great things and especially to all fellow team members (and ex team members)  :D :hat:



12
Adventure Games / Re: Adventure Game Longplays
« on: December 13, 2017, 01:44:04 am »
Some more months have passed and some more Adventure game longplays have been recorded



Educating Adventures of Girl & Rabbit

You play the innocent girl in a bright and fantastic world that meets the bitter and sarcastic rabbit called bunny the rabbit. She wants to call him rainbow but he smacks her for it. Prepare for lots of smacking until your learn your lessons about life one way or the other. No aspect of modern dysfunctional life is left out and no eye stays dry with all this upfront mayhem! A really educational game! Enjoy!

https://www.youtube.com/watch?v=yPoTBTt0IRk





Sisyphus Reborn
Sisyphus Reborn takes you on a journey to a surreal lone land where everyone is digging and noone questions the endless uselessness of being and digging. You enter the voids of this vast land and try to make sense of all the nicely woven in philosophical concepts and ideas.
https://www.youtube.com/watch?v=hHAG6Kr7NTM




Patchwork

If you haven't played this, play it now, don't get spoiled by the video!
The 2 playable characters could interacts more or solve some tricky puzzle together but the chracter switch works and you should play both characters immediately, go play that game!

https://www.youtube.com/watch?v=1Dm5R-1bL5Y




Also I started longplaying
LIMBO
follow the progress of this when I upload another part of the longplay...
this not your usual pnc adventure but it is filled with great puzzles
https://www.youtube.com/watch?v=meMXu7RYcQ8

13
Project Discussion / Re: Fighting system : open discussion
« on: November 25, 2017, 07:06:24 pm »
what do you mean with pseude 3D? How would that help? Backwards and forewards should suffice. in most beat em ups you can jump over the enemy but that would be too much and pull me out of the illusion of playing an indy game imho.

cool down? Like charging your punch?

I like the rpg like skill managament. yeah, you see your XP after each fight and in case you unlocked something you can set it right there and get a notification and a button that links to the skill tree menu gui.

Dirty tricks are also cool. biting could be another one. And we can influence the grinding time by only bringing the enemies that have tricksthe player hasn't unlocked yet.


we are making an indy fan game too, we can also use a barnet sparring box ring... :P

14
Project Discussion / Re: Fighting system : open discussion
« on: November 07, 2017, 09:07:57 pm »
I like this idea, any thoughts on it?

15
Project Discussion / Re: Fighting system : open discussion
« on: October 26, 2017, 05:27:53 pm »
What would Indy be without a big fistfight. Yeah, it would be very boring!
But in the end, fistfights in adventures end up being button mashing no matter what, and very little tactic is involved. And I love playing tekken ;)

So we should make fistfights good or just screw it.


here is my idea of a good fighting system:

start slow with easy fights and make it harder. And give the player the ability to upgrade indys skills by winning a fight at the beginning and earning XP (or indy points) like in a rpg. but you can invest them in indys strength, speed and defense (and some more values maybe, maybe split speed in feet speed (how fast indy can backstep and dodge a punch) and arm speed (how fast he can punch the enemy)
These XP or INDY POINTS are actually like orichalcum beads or dog tags or gold coins from the 7cog the defeated soldiers drop. you pick this glowing item up and place it on a chart (on a gui) to level up. These can be removed and put to another skill to adapt to the current enemy and his fighting style. speaking of this...


then we put different enemies in indys way, many footsoldiers here and there... footsoldiers are slow and easy to grind and earn xp.

then there are bosses. all of them have different fighting styles
One maybe has a slow but deadly punch. you can block 2 of these punches then you are done. so you have to be fast (level up your speed skill) and backstep at the right time, step towards him and punch him, he punches his mean punch again, you either backstep or lose half your health, then repeat your attack pattern to win this minigame.

another boss immediately fires like 6 punches at you without stopping, you can't backstep them, you have to block. after the 6 punches he stops, breathes heavily in a cool exhausted breathing animation, wipes his forehead, then chases indy to hit him and fires another 6 punches and so on. And if your defense is not skilled enough you KO after 2 rounds of his fistfire. So you have to level up your defense...

another woman nazi boss (lol, as if ever elsa...) is very fast but not very strong, dances around indy back and forth and punchs fast but not very strong. you have to time it right and have the strength attribute leveled up to hit her with one big punch.

we make up some more fighting styles while we implement these mentioned above and even the footsoldiers become tougher elite soldiers further down the story.


Special tricks, except for the whip trick, should be (l)earned, by defeating enemies and copying their style and also by finding hidden secret books in barnett or so.



so far so good, this is my idea of a cool and engaging fighting system, but here is the big BUT:
Not everyone likes this, this is an adventure game and no rpg brawler, we have to give the option to skip the fights or make it FOA style possible to circumvent the fight with puzzles.
circumventing the fights makes the whole concept of the fights useless... kinda, except for having a cool fighting system in a cool indy jones game, which is good enough a reason to do it for me  8) :hat:
AND does out story offer enough room for fights and more 'levels' and bosses to make it interesting to even have this kind of fight system. we probably would have to add even more story and puzzles, but the same reason of cool applies here ...


love you too, bitches, please share your thoughts on this :)

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