Author Topic: Red Wizard Island  (Read 107591 times)

Offline Nathan

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Re: Red Wizard Island (in development)
« Reply #165 on: 2012-Feb-09 »
Yep, me too, I was hoping this project wasn't dying.

Offline r0ber7

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Re: Red Wizard Island (in development)
« Reply #166 on: 2012-Feb-10 »
I suggest setting yourself a schedule, milestones, stating what you want done/completed  each week/month
then aim to hit those targets, and get the game finished.

*nod* I have one date. 28th of february. By then I want a test alpha, for a select group of GLBasic guys to play with & give feedback. ;)

Yep, me too, I was hoping this project wasn't dying.

:) 's not. My server is being rude, so see the attachment for a small update teaser on new spell gfx. Still needs work on the momentum/ movement.

[attachment deleted by admin]
« Last Edit: 2012-Feb-10 by r0ber7 »

Offline erico

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Re: Red Wizard Island (in development)
« Reply #167 on: 2012-Feb-10 »
great you are back and 'recharged'  :good:

Offline Wampus

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Re: Red Wizard Island (in development)
« Reply #168 on: 2012-Feb-10 »
*nod* I have one date. 28th of february. By then I want a test alpha, for a select group of GLBasic guys to play with & give feedback. ;)

Yeah, keep milestones :) It makes a big difference

I'm thinking there should be a GLBasic action group for play testing and similar stuff. I'm sure it would be possible to organise some kind of mutual feedback and app ratings thing. We're all engaged in our own projects yet a little time set aside for mutual support can make a big difference.

Offline erico

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Re: Red Wizard Island (in development)
« Reply #169 on: 2012-Feb-10 »
I'm thinking there should be a GLBasic action group for play testing and similar stuff. I'm sure it would be possible to organise some kind of mutual feedback and app ratings thing. We're all engaged in our own projects yet a little time set aside for mutual support can make a big difference.

Yep, like a journalist blog kind of thing...I believe in that too.

While that dosen´t happen (it will someday) vlogs are the best choice, as people already commented before.

Offline r0ber7

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Re: Red Wizard Island (in development)
« Reply #170 on: 2012-Feb-18 »
- HUD now includes coins, fully functional
- Added collision detection for walls > 32x32 pixels. Makes the landscape less "griddy".

Offline r0ber7

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Re: Red Wizard Island (in development)
« Reply #171 on: 2012-Feb-21 »
- enemies now drop powerups
- added explosion particles effect at fireball impact
- added start position info to level editor & game

Just a few things left before public alpha test phase. I expect I'll be ready to share on the 28th. :)

Offline matchy

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Re: Red Wizard Island (in development)
« Reply #172 on: 2012-Feb-22 »
Just a few things left before public alpha test phase. I expect I'll be ready to share on the 28th. :)

Super cool and I'm eager to alpha test!

Offline quangdx

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Re: Red Wizard Island (in development)
« Reply #173 on: 2012-Feb-22 »
- enemies now drop powerups
- added explosion particles effect at fireball impact
- added start position info to level editor & game

Just a few things left before public alpha test phase. I expect I'll be ready to share on the 28th. :)

Looking forward to seeing your work.
Glad work is continuing.
Asobi tech - the science of play.
Spare time indiegame developer.

Offline r0ber7

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Re: Red Wizard Island (in development)
« Reply #174 on: 2012-Feb-23 »


Watchtower, work in progress. The shading needs work, and I might go with a different door entirely. Not liking this one.
« Last Edit: 2012-Feb-23 by r0ber7 »

Offline Schranz0r

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Re: Red Wizard Island (in development)
« Reply #175 on: 2012-Feb-23 »


Watchtower, work in progress. The shading needs work, and I might go with a different door entirely. Not liking this one.

... i like it  :)
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Offline r0ber7

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Re: Red Wizard Island (in development)
« Reply #176 on: 2012-Feb-23 »
... i like it  :)

Thank you. :)

The door didn't work very well in-game so I left it out. Today (so far):

- added watchtower
- added viking archers
- got rid of a bug in level 2

Offline mentalthink

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Re: Red Wizard Island (in development)
« Reply #177 on: 2012-Feb-23 »
hI rober the tower it´s in 3D, or it´s only 2D... very nice...

Offline r0ber7

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Re: Red Wizard Island (in development)
« Reply #178 on: 2012-Feb-24 »
hI rober the tower it´s in 3D, or it´s only 2D... very nice...

Thank you, I think? :P

Anyway, been busy.

New video here.

- added a new spell called flash (watch video)
- updated the shops to include all currently available spells
- added mana potions (kept running out of mana a bit too much)

In the future I think the special ability of the flash spell will be to break through walls. Right now it deals only a little damage, but it looks pretty nice if you ask me. :) Lots of different things have been tweaked and changed since the last video, so check this one out. I think you'll like the new particle effects I added to the fireball explosion. Also, I swear, even though I designed this level and I've played it way too many times, yes, I really forgot to get the key...  ;)

Offline erico

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Re: Red Wizard Island (in development)
« Reply #179 on: 2012-Feb-24 »
hI rober the tower it´s in 3D, or it´s only 2D... very nice...

It does look like 3d on cell shade, if it is 2d, it is a great work shading it that way, it has depth.