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benitosub
benitosub Jun 1 2015, 7:25am replied:

Hey hey don't go around throwing spoilers :D ! And hehe thanks, as unsubtle as it may be, you're the only one who mentioned it so far ;)

+1 vote   news: Update 24: stacked floors and intro level
benitosub
benitosub Jun 1 2015, 7:24am replied:

Wait till you see the station ^_^

+2 votes   news: Update 24: stacked floors and intro level
benitosub
benitosub Jun 1 2015, 7:24am replied:

Thanks :) hope you will enjoy the next one even more!

+1 vote   news: Update 24: stacked floors and intro level
benitosub
benitosub May 25 2015, 7:40am replied:

Even better!

+1 vote   news: Update 23: Parallax and laser effect
benitosub
benitosub May 24 2015, 8:51pm replied:

Great question! And the answer is yes :) We already put in spinning wall-fans, the clocks are next, and also we plan on adding some "environmental animations" (water dripping from the pipes, smoke coming out of vents, etc.) to add to the general atmosphere of the game. The only question that remains is should they spin forward or backwards ;) ?

+1 vote   news: Update 23: Parallax and laser effect
benitosub
benitosub May 24 2015, 8:48pm replied:

Thanks! We are preparing a Kickstarter campaign for early July, if we are able to get funded we could quit our day jobs and focus full time on Tower 57, in which case it should hopefully be out by Christmas :)

+1 vote   news: Update 23: Parallax and laser effect
benitosub
benitosub May 24 2015, 8:47pm replied:

Thanks :)

+1 vote   news: Update 23: Parallax and laser effect
benitosub
benitosub May 23 2015, 8:12pm replied:

Thanks! We certainly can use all the pledges / retweets / forum posts etc. we can get, it will be tough considering the latest trend of "kickstarter fatigue" but we're hopeful we can still make it ^-^

+1 vote   game: Tower 57
benitosub
benitosub May 11 2015, 3:41pm replied:

Some time in early-mid summer :) Hang in there!

+1 vote   news: Update 21: Seamless level changing
benitosub
benitosub May 11 2015, 3:41pm replied:

Glad you like it :)

+1 vote   news: Update 21: Seamless level changing
benitosub
benitosub May 11 2015, 3:41pm replied:

Thanks for the kind words!

+1 vote   news: Update 21: Seamless level changing
benitosub
benitosub May 11 2015, 3:40pm replied:

Thanks! It's coming next week ^_^

+1 vote   news: Update 21: Seamless level changing
benitosub
benitosub May 11 2015, 3:40pm replied:

Hehe yeah, I actually hacked the transition in the existing level, so indeed the posts should go lower behind the elevator (they actually do a little bit, but the fade starts too soon so by the time the elevator has moved up the poles are so dark you can't see them - have to start the fade later ^_^')

Good call!

+1 vote   news: Update 21: Seamless level changing
benitosub
benitosub May 10 2015, 5:33am replied:

Hey Ali! Sorry I hadn't seen your comment! Are you still in Berlin? I lost your card ^_^', message me if you see this!

+2 votes   game: Tower 57
benitosub
benitosub May 2 2015, 5:45am replied:

Thanks!

You pretty much nailed down our philosophy, the art style is a choice but this is 2015, there is no reason not to take advantage of the hardware to make the games we wish we had back then :)

Hope you will like the gameplay as much as the art style!

+4 votes   news: Update 20: The answer is 42!
benitosub
benitosub Apr 30 2015, 8:44am replied:

Thanks, we had a lot of fun making it ;)

+2 votes   news: Update 19: AMAZE ./Berlin
benitosub
benitosub Apr 30 2015, 8:44am replied:

You definitely should, it's a really cool experience!

+1 vote   news: Update 19: AMAZE ./Berlin
benitosub
benitosub Apr 5 2015, 12:52pm replied:

Yeah, initially the idea was for most floors of the tower to be procedurally generated maps.

Cyangmou and myself had a lot of discussions over this point, but ultimately we decided that "human" level design has an added quality to it that procedural generation just can't match.

I feel like I should stress that I'm talking about level design here, not the actual look of the rooms. So things like enemy placement, secret rooms that are a bit more elaborate than a simple hidden switch, being able to playtest a level over and over until every spawn, every ammo crate, every health pack is strategically placed to optimize the game experience; that kind of stuff...

I mean a lot of people heap praise on games like Castlevania, Metroid, Megaman, etc. for their brilliant level design, and that's obviously not something you achieve by procedurally generating semi-random rooms and placing semi-randomized traps and loot based on a finite set of rules you feed your generation algorithm...

So in the end we made our choice :) It sure is a lot of work, but I'm hoping it will pay off in terms of the quality of the experience ^_^

Cheers!

+1 vote   news: Update 16: First level and weapon combos
benitosub
benitosub Apr 4 2015, 3:14am replied:

Hey,

it's the classic dual wielding, so left mouse (or trigger if you play with a gamepad) -> primary weapon and right mouse -> secondary weapon. You are free to use either one or both at the same time (gotta think of the ammo though!).

And yeah of course this will need some careful balancing ^_^

Thanks for commenting!

+1 vote   news: Update 16: First level and weapon combos
benitosub
benitosub Apr 3 2015, 1:57pm replied:

It's all in the details ;)

+2 votes   game: Tower 57
benitosub
benitosub Apr 3 2015, 1:57pm replied:

Thanks!

I'm glad you like the style, we are trying to do something a bit outside of the typical fantasy mold (though I love fantasy as well!).

And yeah, it runs at 60fps on my 2010 macbook, I think that's a pretty decent minimum specs :)

Cheers and thanks for posting!

+3 votes   game: Tower 57
benitosub
benitosub Mar 30 2015, 6:08am replied:

Thanks! Yeah I think the art-deco elements give it a similar vibe :)

+1 vote   news: Update 15: New animations, doors, and music
benitosub
benitosub Mar 30 2015, 6:07am replied:

Haha nice catch! Definitely fixing that for the next build :)

+1 vote   news: Update 15: New animations, doors, and music
benitosub
benitosub Mar 30 2015, 6:06am replied:

Thanks, and Raf is just getting started ^_^

+1 vote   news: Update 15: New animations, doors, and music
benitosub
benitosub Mar 21 2015, 3:18pm replied:

Oh hehe sorry I guess I wasn't very clear, those are "in-game resolution" but they are "cut-off" so the gif doesn't take up too much space ... The character doesn't actually take up 1/6th of the screen, that would be pretty unplayable ^_^

+1 vote   news: Update 14: New animations and flocking behaviour
benitosub
benitosub Mar 16 2015, 4:20pm replied:

Maybe we'll take it away from the Diplomat and give it to the Don :)

+1 vote   news: Update 13: The Don
benitosub
benitosub Mar 16 2015, 4:18pm replied:

Thanks!

+1 vote   news: Update 13: The Don
benitosub
benitosub Mar 16 2015, 4:18pm replied:

Oh yeah definitely! The last thing we want is the dash to be used as a "bunny hop", it's just easier to test this way ^_^'

+1 vote   news: Update 13: The Don
benitosub
benitosub Feb 28 2015, 6:47pm replied:

Oh and glad you mentioned the emergent gameplay, you're the first one to do so, and it's one of my favorite features too :)

+2 votes   game: Tower 57
benitosub
benitosub Feb 28 2015, 6:46pm replied:

Glad you like it :)

+1 vote   news: Update 2-27-15
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