This member has provided no bio about themself...
Currently both players are affected in the same way, so the Time Bender also functions as a "group buff" : both players can still dash around at regular speeds while everything else slows down :)
He definitely knows his s**t ^_^#
Well considering I still own several MVS including Metal Slug 1 & 2 - even though I'm currently out of a cabinet :( - the answer is ... YES :D
We try very hard ^_^'
Well you can still back us through our website with Paypal ^_^ (www.pixwerk.net)
We've kept some of the KS rewards, including Beta access which we should hit around end of May (so in 7 weeks roughly).
Haha yeah that gif is not the best I'll gladly admit it, it was late, I was exhausted, it was the last gif I had to make, and I got lazy and didn't re-do it ^_^#
What is actually happening is I had something like 1 hp left, then the turret comes out, shoots one bullet which takes me out, and goes immediately back in.
That plus the low framerate of the gif makes it quite confusing indeed ^_^'
Nonetheless a lot of stuff will get polished before release, and adding effects is definitely part of that :)
Hey, yes the game is already green-lit so it's definitely coming out on Steam :)
EDIT : not saying I'm successful at it! But even being bad at it doesn't stop you from seeing the process behind it and enjoying that ^_^'
Yeah automation is great in many ways, I agree, but there's probably also some selfish motives behind my advocacy for hand-crafted levels : I actually enjoy hand-placing props and creating little scenes with tiny backstories ^_^'
It's actually interesting how much you can accomplish with a fairly limited set of props if you get creative :D
Hehe yeah they're pretty brutal ^_^' Now they'll also blurt out stuff like "Move along citizen!" when you walk by, or "Big mistake!" when you shoot them :) It's all silly in the end, the game is still a shooter not an rpg or anything like that, but it's fun to add a coat of detail that was just not available "back in the days" due to technical limitations ^_^'
EDIT: also never fails to make me smile, at the end of the gif if you pay attention they shoot each other and start a fight ^_^' Although I had to disable that because it's just too easy to get them to murder each other, but yeah, good times hehe
Well you're not wrong about the hand-placing (though there aren't 100 of us ^_^) : every prop is hand-placed in the levels, and just the first level has over 1000 of them, but with good tools it's actually faster than one would imagine :)
On behalf of Thomas: thanks ^_^
Yes it applies to the entire body! You will obviously die if you lose your head or torso (except for the special backer character), but you can otherwise lose both arms and / or legs.
If you happen to lose your legs, your friend can pick you up and carry you to a terminal.
And you can absolutely swap out legs, arms, torso, and / or head even if they are not missing, either through terminals or NPC shops (still up in the air who will ultimately sell them ^_^)
Regarding the running animation it was actually supposed to be inspired from a dog / wolf type of beast, so on the contrary I think it's quite a compliment :D
Haha maybe if you're a Ninja Turtle :D
Actually yes, we didn't come up with it, but it's still a pretty cool way to get some really good looking lighting without having to model 3d assets ^_^
That's what we're making the editor for :) And considering the game takes place in a tower, it even makes sense to add player-created floors ;)
Ah hey that's a pretty cool idea, I could run a timer while the player is in the trigger area and only trigger the event once he has stayed inside for X seconds...
Couple this with waves of enemies to put pressure on you while you must remain in the trigger area to unlock that door or whatever, and it could create some pretty tense situations :)
Thanks for the tip!
our plan is to ship at the end of Q1 2016 on Mac / PC / Linux / AmigaOS.
We have been greenlit on Steam, so that will definitely be one of the places where he can buy it (we're still looking into other stores / distribution platforms).
We also have a Paypal on our website Pixwerk.net where he can still pledge for Kickstarter rewards (except the "sold out" ones - I actually plan to revamp that part of the site today to make it more clear).
So if he's interested in the Kickstarter pledge rewards, he can still go through the Paypal, otherwise if he's only interested in the game itself, it's probably wiser for him to wait until release ^_^
Hope this helps!
yes a Linux version is absolutely planned as well :)
Thanks! Feels pretty good to do what we love :)
Well it only got funded thanks to backers like you! So thank *you* for your support :)
We sure are! Never stopped working but "communication" actually takes a lot of time ^-^ (during the Kickstarter we had prepared a lot of content and were still basically doing just that all day!)
However now that we are both working full time on Tower, we can start posting regular updates again :)
Thanks :) The idea is to focus on the kind of interactions that will take place, no need for an AI with super advanced flanking tactics if it will never get a chance to use it ;)
Here comes the awkward moment where I'm forced to admit I've never played a Pokemon game ^_^'
it's indeed not a new practice, as I point out in the article opening, "it's a popular feature of many map editors" ;)
It does work for any type of game though. You can define your own pieces and how they will connect rather than use the default rule-sets, so it works for any 2D map, regardless of the type of game or view you are mapping ^_^
Thanks! I'm hoping it will eventually be useful to other teams as well ^_^
Thanks! And to all our followers on IndieDB, sorry we're not so active this month, keeping the campaign going is an insane amount of work, but I promise we'll be back with more cool stuff!
Thanks! Hopefully we will manage to get funded, in which case we can both focus full-time on Tower 57 and wrap it up in time for everybody to enjoy it :)
The Don is a closeted germophobe ;)