Insanity's Blade Green Lit! Final Release Dec 1st on Steam

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  • Why not Unreal 4? It's offering Blueprint so you can do visual programming

  • Not yet. It was tricky to find the one I have and I can't recommend them until I see the end result. This one ended up coming from one company we contacted that wanted $20,000+ to convert the game - they gave us his contact and that was that.

    I will let you know how everything goes in the end though!

    $20,000 ?!? Chump change for you...

  • Joannesalfa Unreal Engine 4 only just released as of March this year: https://www.unrealengine.com/blog/welco ... l-engine-4

    Personally, I'm not a fan of visual scripting the way Blueprint and Unity Playmaker do it (looks similar for both, and almost like a graphical representation of "spaghetti code"), but otherwise the engine is just so new that the community support, tutorials, and freelance/hired help probably won't be there to do what we need in a reasonable time frame.

    Insanity's Blade has been in development since early 2013, and our Kickstarter was funded by the end of 2013, even at that time we had looked at what was available and decided Unity was our best option.

    However, it looks like UE4 has a very nice pricing model and feature set, so thanks for sharing it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    A0Nasser Not tried to make anything for mobile yet myself, I don't enjoy playing action games on my smartphone as much as I like puzzle and turn-based for that platform sorry

    lol <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> Maybe someday.

  • Well we have the game finished for PC,LINUX and MAC. But now there are a ton of additional features! We will now have a selectable 8-bit or 16-bit soundtrack, all side quests are in game and some are mandatory in order to progress through stages of the game, 6 hidden selectable weapons for Thurstan and 3 for Finn!

    Trailer:

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    So with the addition of the mandatory quests, the game got a lot longer. We have about 9 new playable stages on top of the original 16! New bosses, new items... tons of stuff!!

    The demo is only single player but contains the first Island in the game which has 4 main stages and 3 side quests! Instructions are in the files. Please report any bugs to info@causalbitgames.com

    The Files:

    Thank you for your patience and the release is coming next week!!

    Chris and Daven

  • This looks great. Good luck with your game. One question - how do you export for steam? Do you use the Node-Webkit option and upload the windows exe folder ?

  • Congrats on the project completion!

    Was it finally finished with C2 or Unity?

    Also, lol removing tiny pixel nipples ... hey, a lil pixelated flesh is NOT OK but ultra violence is fine..

  • dcadjust Haven't had to cross the steam road yet. Everyone else just wants a zip file so far. We are just underway with getting greenlit, we put it to the back burner until the game was ready to go.

    Thanks! The pc/linux/mac version was completed in C2, it's being ported over to unity so we can hit lower spec machines and consoles. As of now it doesn't run right on anything under a quad core, and I'm not even sure of the specs for Mac OS or Linux. And LOL! There are worse things in the game than pixel nipples, you just have to use your imagination and pay attention haha!!

  • Are you certain its the cores of CPU that matter here, if you have a lot of WebGL effects & particles, its going to be all on the GPU. The problem with older machines isn't that their hardware cannot handle it, it's simply because AMD & nVidia have stop supporting older gen of graphics cards so their newer drivers dont update for the older cards.

    WebGL needs more recent drivers. It's different to something that uses DX9, since that's fine even on older hardware.

    I have run quite complex games on my notebook, which only has a dual core, but it does have updated drivers for the integrated HD4000 GPU.

    Something like a Pentium or Core 2 Quad from 5-7 years ago, is likely paired with a very ancient graphics card that just doesn't handle WebGL well, period.

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  • Congrats on finishing the game guys.

  • Here were the two older systems I tested on with all drivers up to date:

    Core 2 Duo OC'd at 2.8ghz with a GF 460GTX Awesome video card - Game runs very choppy and even skips instructions.

    Quad Core less than a year older than my Core 2 Duo OC'd at 2.66ghz with a GF 260GTX - 60fps.

    The Core 2 Duo had the same ram and more of it too. They are both running Windows 7 not sure if 32 or 64 bit, it's been a bit since I installed them.

    I've also had someone else with a core 2 duo get the same results with a faster cpu than mine.

    TunaUppercut Thanks!!

  • I just tried the demo interesting game. Game runs at 60 fps no dips. But on checkpoints the player occasionally falls through the floor and keeps falling. So I have to restart the game over again.

  • TunaUppercut have you updated your drivers? I have yet to have that one happen but I have been putting the Node Webkit back to the 0.8 stable version or whatever it is. I'll need your specs so I can test in the closest machine possible too! I think the music cutting out in some cases I've seen is also the Node Webkit. We're using it because it actually runs faster. The latest one kills the FPS by almost half...

    Also can you tell me what check points this is happening at and what stage. Stage 2 uses platforms instead of solids in a a couple of spots and that may be a potential cause of the problem, if not I can set the spawn Ypos higher to avoid that.

    Thanks for the feed back!!

  • My Nvidia drivers are up to date. Here are my specs:

    -CPU: Intel Core I7 4800MQ 2.7 GHz (Max Turbo 3.7GHz)

    -GPU: GeForce GTX880M

    • 16 GB Ram DDR3L 1600MHz
    • Windows 8.1 64 bit

    First Level:

    the game runs at 60 fps the whole time. All checkpoints except on the up pathway allow the player to fall through the ground.

    Second Level:

    runs at 60 most of the time. When the lightning and rain kick in it can dip to 30 fps and then eventually goes back to 60 fps. The first checkpoint and the fourth allow the player to fall through the ground.

    Falling through the ground can sometimes kill you. But you can also exploit the game by falling through the floor and running through the level. This can be done on the second level.

  • TunaUppercut There is absolutely no reason for those bugs to be happening - it would happen on everyone if that was the case. So I'm going to go with my first guess and say the Node Webkit I did the windows build with is too old. Your computer is better than mine (video card) Cpu is the same, OS is the same, Ram is the same but I only have 8gb. So I'm going to give you this windows version I'm compiling with the r176 C2 Node Webkit. Let me know if this fixes the falling through the floor issues.

    http://causalbitgames.com/demos/nope/win32.zip

  • TunaUppercut There is absolutely no reason for those bugs to be happening - it would happen on everyone if that was the case. So I'm going to go with my first guess and say the Node Webkit I did the windows build with is too old. Your computer is better than mine (video card) Cpu is the same, OS is the same, Ram is the same but I only have 8gb. So I'm going to give you this windows version I'm compiling with the r176 C2 Node Webkit. Let me know if this fixes the falling through the floor issues.

    http://causalbitgames.com/demos/nope/win32.zip

    No the problem still happens after the player dies.

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