Mikal's Recent Forum Activity

  • Looks, great! Love the lighting in the water and how the 'reflection' goes away when the lamps are destroyed. Is there some other way to delinate what is hackable or not? For example a symbol (animated?) or color instead of the 'Hack' text tag? Or is there some stylistic reason you would rather have a text tag? I do see the prompt '>', so perhaps you are trying to show this is a old school DOS shell or something (which does seem good and thematic.)

  • I have two effects which work in C3 with the 2.5 runtime, but they do not work (bad render) using the C3 runtime. Is there documentation on what changes may be required for effects for the C3 runtime?

  • Firefly swarm becomes Leminscate of Bernoulli

  • Really enjoying this, to show my age, it reminds me (in a good way) of playing Smash TV in the arcade (top down and the awesome grunt sound effects.) What will the 'RPG' aspect be like? Will your character develop/upgrade beyond new weapons/items?

  • Very nice, especially multiple shades / colors.

  • Great, looking forward to this, since I am using source control (which works well with C3 desktop for Windows) and I want to move to my iMac for development. C3 desktop is the last tool I need ported over.

  • I am using version control (bitbucket) with the desktop version of C3.

  • Congrats!

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  • I know it's not the same (and also not perfect), but I converted another normal map effect over to C3.

    See this thread.

  • Had some fun, would like to see more obvious 'shot' from the guard (perhaps a tracer style shot), not obvious you are being shot at and from where and also, sometimes it just felt like I exploded (though I imagine I was shot). I would like to see more dramatic on contrast on the noise ping, make it a little more obvious.

    The flowing hair animation is great. Good work and hope to see more progress.

  • Hi Mikal!

    i know Tokio Dark, it's a really well-made project, a success and a great example of that you can obtain from C2... but personally i've don't liked it, i don't like the manga-style so much, and i feel the gameplay like an "expanded visual novel" more than a real, solid game experience. Have you played "Thimbleweed Park"? It's my idea of great game design: like the early monkey island (and the more-early maniac mansion and zakmcracken) game, the amount of interactive areas, objects and npcs, merged with a solid narrative structure, make the feel of freedom for the player, that make this games greats! And i think that this aspect is a little mess in games like TD (or the recent telltale games).

    Your game seem to have a lot of different choices in terms of game-mechanics, my advice is to take care about the calibration between them.

    Yes, I have played Thimbleweed Park and have really enjoyed it (though I have not played all the way through it yet), I also happen to like the Visual Novel style of game and the TD style of game, in general, I enjoy the narrative genre in its many forms (interactive novels, visual novel, P&C, 'walking simulators' like Life is Strange, Firewatch and AAA like Rise of the Tomb Raider and Uncharted 4.)

    Good comments and cautions on watching out for 'making a mess' and calibrating game mechanics, this is why I need to make a short 'Chapter 0' demo, so I can see how it all feels to me and players.

    That would be great if you did a free tutorial, I know a lot of people (including myself) would appreciate it.

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Mikal

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Member since 22 Apr, 2016

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