P.S. We strongly recommend checking out the code from the git repo if you haven't done that already, as it's got a lot of good gameplay changes. Also, fullscreen won't work with the original gamejam code because it wasn't added at the time. :)
I've got some nitpicks. I want to state very clearly here that I'm nitpicking because this submission is very close to outstanding and I'd love to add it to featured art. Here's what I'd like to see, if you have the time:
Make the heavy glows significantly more subtle.
The edged dagger blade and longsword hilt doesn't work well; looks like the blade is rotated. Touching up the bottom of the blade could fix this.
The blood on the dagger should be splattered, not smeary. Also, consider making it a darker red and adding some sharp reflective highlights.
Sharpen the features on the boots.
The third slingshot stone isn't clear whether it's fire or a yellow glob of energy. I think giving it a more detailed firey texture would make it look better.
Everything else on there is absolutely excellent. :)
Okay, you guys are all in. Please make sure you can check out the repo. Also, make an edit to the README and be sure you can commit and push your changes.
If we go 2D, I would strongly recommend that we also use Tiled, which can handle both square and isometric map tiles. This way we can split part of the team off to do level design work and know that the levels we get will be in a format that we can read.
For the record, I'm leaning toward 2D, although as I said I'll leave the final decision for after they announce the theme. For the time being, I think we ought to plan for either contingency.
Thanks kurt!
You're now the new Weekly Challenge organizer. Welcome aboard. :)
Bart
I prefer to use the imagemagick utilities. I'm posting with my phone at the moment so I can't conveniently figure out the exact command line though.
Also, depending on the engine you're using, sometimes you can just load the whole image and split it in your program.
Try:
./lastescape --fullscreen
Peace!
Bart
P.S. We strongly recommend checking out the code from the git repo if you haven't done that already, as it's got a lot of good gameplay changes. Also, fullscreen won't work with the original gamejam code because it wasn't added at the time. :)
Adorable :)
O.o
Now to hack into the Flare source repo and make that the level up sound. :)
Done. :)
Greets! First off, great work!
I've got some nitpicks. I want to state very clearly here that I'm nitpicking because this submission is very close to outstanding and I'd love to add it to featured art. Here's what I'd like to see, if you have the time:
Everything else on there is absolutely excellent. :)
Thanks!
Bart
Okay, you guys are all in. Please make sure you can check out the repo. Also, make an edit to the README and be sure you can commit and push your changes.
You're a man after my own heart. :)
The key, if we do that, is to use existing generation tools. 48 hours isn't going to be enough time to write them.
If we go 2D, I would strongly recommend that we also use Tiled, which can handle both square and isometric map tiles. This way we can split part of the team off to do level design work and know that the levels we get will be in a format that we can read.
For the record, I'm leaning toward 2D, although as I said I'll leave the final decision for after they announce the theme. For the time being, I think we ought to plan for either contingency.
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