Pompi Pompi Entertainment is a one man indie company. Ofer is doing all the art work and programming, although the music and sound assets are outsourced.

Comment History  (0 - 30 of 114)
PompiPompi Mar 20 2015, 12:50am says:

Hmm, I wonder, where did you get 21, 5 stars ratings from?
And only 2 written reviews.
Not to mention only +2 on Google+ recommendation.

Don't buy reviews, seriously. People can tell... :P
Though it might not matter in the long run.

Although looks like a really nice game in any case.

+1 vote   article: Sky Driver now available for Android!
PompiPompi Feb 14 2015, 6:27pm says:

Thanks guys!

+1 vote   article: Let there be (more) light! (And quick trailer)
PompiPompi Dec 3 2014, 12:04pm replied:

Thank you! :)

+1 vote   article: Afternoon Hero! New game released!
PompiPompi Dec 16 2013, 2:39am replied:

Yea those are programmer animations :P

+2 votes   article: CoBo Champion!
PompiPompi Oct 13 2013, 12:53am replied:

Thanks, I appreciate that. :)

+2 votes   article: Version 1.07 is on Google Play!
PompiPompi Oct 1 2013, 3:31pm replied:

Currently there is only the flea behavior implemented.
I do intend to add more of a group behavior.
Maybe I should make a new video after I have implemented it.

+2 votes   article: So many sheep...(Progress update)
PompiPompi Sep 27 2013, 7:57am replied:

lol, passive aggresive FTW.
The game is a dragon flight simulation.
You play as the rider of a dragon.
Most of the game revolves around air combat with dragons.
I actually didn't think of the story yet but I plan on having one with a few campaign levels. That's about it. :)

+2 votes   article: Grave of Creativity. A tip for the budget indie lone programmer.
PompiPompi Sep 23 2013, 2:41pm replied:

Dragon Strike :P

+1 vote   game: Dragons High
PompiPompi Aug 29 2013, 11:45am says:

Congratulation! Good job!

+2 votes   article: Kingdoms Rise got Greenlit!
PompiPompi Jul 27 2013, 5:47am says:

Wow... looks amazing!

+2 votes   article: Kingdoms Rise now on Greenlight!
PompiPompi Jul 5 2013, 12:42pm says:

Is there no DEMO I can download without logging in to Desura?

+2 votes   article: A Day In The Woods
PompiPompi Jun 25 2013, 3:14pm replied:

Yea, it's the kind of animation that only programmers can make and won't make into an AAA game XD.

+2 votes   media: Testing AI
PompiPompi Jun 19 2013, 5:04pm replied:

I am hoping the first Google Play version will be available in a month? Not sure. I want to finish this pretty quick.

+2 votes   game: Concussion Boxing
PompiPompi Jun 15 2013, 4:35pm replied:

Just blue guy vs red guy. :)
As it's going to be on a mobile you will only play against the AI, (unless I add multiplayer, which is not likely for this kind of game).
Ooops yea, the gliding occurs when he walks backwards, right?
Or does it also happen when he walks forward?
Anyway, I will fix the gliding.

+2 votes   article: Concussion Boxing, punch a real virtual brain!
PompiPompi Jun 15 2013, 3:33am replied:

It's free on google play :)

+1 vote   article: Pompi Pompi dev status update.
PompiPompi Apr 27 2013, 5:36am says:

Artwork look simple but awesome! Keep up the good work.

+4 votes   game: Berserkrgangr
PompiPompi Apr 25 2013, 2:52pm replied:

So does the smoke look ok? Or should I improve it? Do you have any tips on how to make good looking smoke?

+1 vote   media: Sawed off double barrel shotgun test
PompiPompi Apr 25 2013, 2:24pm replied:

The bullet speed is 250m/s. It's a bit slow.
I read on wikipedia that a hand gun bullet is about 300m/s
There might also be a small delay until you see the smoke because the smoke rise slowly. So it looks as if it takes time for the bullet to hit the wall.
The issue with having faster bullets is that they are too fast to render or see. Unless I do something fancy.
Well anyway, this should be tested... I can make the bullet speed being a parameter in a configuration file. :)

+1 vote   media: Sawed off double barrel shotgun test
PompiPompi Apr 7 2013, 2:52pm says:

lol trolling much? Looking forward to it.

+1 vote   article: The Game Is Looking Better Then Expected
PompiPompi Apr 6 2013, 4:53pm replied:

A good polygon count for the models I use is about 9K or 10K for a character.
I also need baked normal maps and specular maps. And of course diffuse.
I can try out one of your models to see how it looks, though I don't promise I will use it.

+1 vote   game: Shoe String Shooter
PompiPompi Mar 29 2013, 4:22pm replied:

Heh thanks.
Just took a look at your models, they are looking pretty good.
Maybe you can download the free sculptris from pixelogic and turn your low poly models into high poly!

+1 vote   game: Shoe String Shooter
PompiPompi Mar 26 2013, 4:04pm replied:

That's the plan :)

+2 votes   game: Shoe String Shooter
PompiPompi Mar 17 2013, 2:29pm replied:

Thanks buddy :)

+2 votes   article: Flashlight gameplay test
PompiPompi Dec 29 2012, 7:38am says:

lol, so cute.

+1 vote   article: Christmas Present from Stampede 3D - Free Soundtrack!
PompiPompi Nov 3 2012, 11:32am says:

Looks awesome! (Tracking)
Just a technical question, what FPS do you get on a phone device? Tablet?

+1 vote   media: Stampede 3D -Progress Update (Almost Finished!)
PompiPompi Oct 14 2012, 1:27pm replied:

Yes sir XD

+2 votes   article: Rocket Launcher Club
PompiPompi Oct 14 2012, 2:56am replied:

Yea, the lack of an artist shows XD

+2 votes   article: Rocket Launcher Club
PompiPompi Oct 4 2012, 4:59am replied:

The lots of polygon only happen when you have a DX11 compatible GPU on the PC.
There are fallbacks with fewer polygons for the PC as well.
For the Android it will automatically use the fallback.

+2 votes   game: Shoe String Shooter
PompiPompi Sep 21 2012, 11:17am replied:

The big issue with twin stick on a touch device is that you can only use the thumbs with them and then you can't run and shoot at the same time.
I have an idea for a few types of controls, I will try them out.
In this video I am not playing properly because I am looking on the PC screen and not on the phone.

+1 vote   media: Android Port WIP(vs PC)
PompiPompi Sep 15 2012, 3:22pm replied:


+1 vote   media: Plushie on a Gun
PompiPompi Sep 11 2012, 11:01am replied:

Yea, heh. I thought about that too.
I don't know why but his leg kept kicking, and that made the whole mesh fly around.

+2 votes   article: Spring time!
PompiPompi Aug 30 2012, 6:51pm says:

Hi, I would like to use our models. However, you re brand new in this site, so I can't trust you yet. :P
Notice the level and rating.

+1 vote   member: juanmilanese
PompiPompi Aug 23 2012, 5:41am replied:

Oh, that's a good idea.
I can do a technical\design overview of the coding side.
The thing is, I am not sure IndieDB like these kind of technical posts. Do you think I should post it here?
In any case, I have a devblog so I can post it there.

+2 votes   article: Update, gameplay video.... cats.
PompiPompi Aug 15 2012, 4:52pm replied:

Sent you a PM with my skype. And thanks for helping me :)

+2 votes   article: I NEED YOUR HALP!!! (over dramatic title)
PompiPompi Jul 16 2012, 2:19am says:

Looking great!

+2 votes   article: Rune Masters released on Desura!
PompiPompi Jul 12 2012, 11:57pm replied:

Thanks. Yea, there are some issues I know off, mainly the gaps in the displaced geometry.
Some of it is just me not bothering with getting seamless textures everywhere, because with displacement you need to worry about seams in the height map.

+2 votes   article: Design by chance
PompiPompi May 12 2012, 11:20pm replied:

About a year and 5 months.
I am hoping to finish it soon.

+2 votes   article: Sumerian Blood available on Indievania
PompiPompi Jan 12 2012, 10:23am replied:

Thanks! I think the gameplay and balance is slowly improving as well!

+2 votes   article: Development update 2012.01.11
PompiPompi Dec 29 2011, 2:23pm replied:

I guess you are right. Part of it is that the two armies are suppose to be different, they are the same right now because I didn't make the other armies' sprites. But I guess I should think of how to make it clear which unit belongs to which side. Thanks.

+1 vote   article: WIP torward a private alpha release(Feedback needed)
PompiPompi Nov 27 2011, 12:10am replied:

Well, I don't understand. The curve probably make it a better beater and less likely to bend.
Also, I should note that bronze was not forged like steel but rather casted into a mold. So basically they could do "any" kind of mold and shape, the only limitation is that if the sword was too long it would bend very easily.
So there was a limitation to the size and length of the weapon they could make.

+2 votes   article: The Tale of Gilgamesh, Sumerian mythology\history.
PompiPompi Oct 30 2011, 1:37pm replied:

Thanks, yea I would give a try to have an artist help me with the artwork and general design.
You are probably right that my visuals lack of polish, since I am doing them myself and I am not really a prfessional artist.
There is just this small thing that bothers me that I would prefer an ugly game that I made everything, instead of a beautiful game that someone else made the art. But I guess I can settle for the latter while I am not a quite secured finanicaly and still an unknown indie developer.
I think I will get help from artists for this game, eventually. Or help with polish.
The question is if polish should be done last or first to make people interested?

+1 vote   article: Development in hiatus and Fatal framework.
PompiPompi Oct 30 2011, 1:03am replied:

Yea, I have a lot of complaints about the art(although cactus liked it).
I am considering hireing an artist to do the artwork, and maybe keep my art as alternative art.
However, the big advantage of this art is that it is very crisp. That means it's easy to see small projectiles and characters in the battle mode. This is very important for the gameplay.
I have seen games with beautiful art that make it hard to see what is going on, and it really ruins the gameplay.

How would you suggest doing the user interface? It's ment to be used without a mouse.

And my friend is not very talkative because of a bug in the chat. :P

+1 vote   article: Development in hiatus and Fatal framework.
PompiPompi Oct 1 2011, 11:31pm says:

Looking sweet! :)

+2 votes   article: The Archer - Devlog Video 2
PompiPompi Sep 24 2011, 1:30pm replied:

Yea, the artwork is simple. And I might improve it later on. But I wish people would pay for games not based on artwork but rather based on value. I think this game might provide tons of fun gameplay. Maybe not as complex as some AAA open world RPG, but still it would be worth your money. If I pull it properly.
But maybe you are right and I shouldn't charge much or at all for this game. I would like to hear more...

+2 votes   article: Fatal Wars 2 annoucement.
PompiPompi Sep 12 2011, 2:13am says:

The sound effects are addicting to listen to, and the music is great!

+1 vote   article: New Joe Snow Video
PompiPompi May 24 2011, 2:49pm replied:

Thanks, that's really positive feedback.

Yea, there is no tutorial, so you kind of need to figure it out by yourself.
Some feedback I got is that the game plays too slow, and that it's not clear how you are suppose to walk in the game. People didn't get the tileness and holding the key down for walking. What do you think about that?

In the next alpha I will address those issues by adding an optional grid, and adding an additional speed to play(faster).
I might also add something to give feedback to the player that he is holding down the arrow key, because that seemed to confuse some people.

Again, thanks for the feedback and thank you for trying the alpha.

+1 vote   article: Alpha 2011.05.21
PompiPompi Apr 24 2011, 11:18am says:

Looks awesome! I love the sound effects and the retro Atari like visuals. XD

+2 votes   article: Do you want to weigh your knowledge?
PompiPompi Dec 3 2010, 4:10am says:

This game is fun because you can finish it in a couple of minutes.
I think I finished it, I reached the big level and when I finished it I respawned in the same level.
I like that the character can hang on the ledge of a platform. Don't know if it's intentional or a bug. Also there were a few bugs, like text from test level 4 appearing in level 5. In the last level some of the robots switch back and forth in the same spot, very fast.
Overall good job, I am looking forward to your next game. :)

+1 vote   download: R.E.D V.S Machine head
PompiPompi Dec 3 2010, 2:06am replied:

It's a rock. :P

+1 vote   media: Headless savage pixel art.
PompiPompi Nov 21 2010, 2:18am says:

Awesome trailer. :)

+1 vote   article: Monsterland teaser trailer
PompiPompi Oct 29 2010, 3:22pm says:

Woha, the space ship looks awesome!
Love the design.

+1 vote   download: Tachyon Wars game client
PompiPompi Dec 21 2009, 5:21am replied:

12$ is almost free. :P

+1 vote   article: Labyrinthica: The quest of lima. Sale, only 12$ instead of 20$.
PompiPompi Sep 28 2009, 4:17pm replied:

Thast great! :)

+1 vote   article: Bugs as an opportunity to learn
PompiPompi Sep 15 2009, 3:28am replied:

I have tried to fix the article. Hope its better now.

+1 vote   article: Bug negative verification
PompiPompi Sep 15 2009, 3:00am replied:

Ahh, at first there wasn't. But I thought it looked too much like a block of text. So I just put a line break after each period.
I guess I need to learn more where to put line breaks. I will try reading an article about this and improve. Thanks for the comment. :)

+1 vote   article: Bug negative verification
PompiPompi Sep 11 2009, 11:55am replied:

By the way, you can use shaders for all kind of neat effects with 2D sprites.

For instance, you can make a "2.5D" sprite.
That is, you draw a color sprite, which is like drawing a regular sprite.
Only you draw the raw colors and don't draw the shadows.
Then, you draw a height map.
That is a grey values sprite, which is the same as the sprite you have drawen, only each grey color is the height of the sprite relative to the camera. Or the bumpiness of the sprite.
You then translate this height map into a normal map, and you have a sprite that can be affected by light sources like any 3D mesh object.

However, sometimes there is no point bothering doing all these special effect, since a good spriter can make a game look fantastic without all these effects.
But just in case you find these kind of thing interesting.

+1 vote   article: General cel shader
PompiPompi Sep 11 2009, 9:28am replied:

Regarding sprites though, you could do something like this with sprites.
But if you don't intend the sprite to change its shading relative to the position of the light source, then there isn't a great benefit doing that with shaders.
You could just do it offline(or precalculate).

Tell me what kind of an effect you are trying to achieve with your sprites, and maybe I can figure out how to do it with shaders and if they are needed for that.

+1 vote   article: General cel shader
PompiPompi Sep 11 2009, 2:17am replied:

Making a post explaining shaders sounds like a great idea. Thanks :)

I don't understand what do you mean by sprites. The character and the apple you see in the screenshots are not sprites, they are 3D meshes.
The piece of code I posted is only part of the shader, its not the shader itself.

I thought maybe the code I posted is too difficult to understand.
The concept is very easy to understand if you first try to understand what the function do, making SubCel return 0.
If SubCel return 0, you still get cel shading with n+1 cels, but this time there is no smoothing on the edge of the cels.
Subcel just calculate those smoothing between cel edges.

+1 vote   article: General cel shader
PompiPompi Aug 31 2009, 5:51pm replied:

Thanks ^^

+1 vote   media: Wonder sword WIP
PompiPompi Aug 26 2009, 3:53pm replied:

Thanks :)

+1 vote   media: Pain sword WIP
PompiPompi Jul 27 2009, 1:57pm replied:

Thanks ^^
Well, yea that man(friend) is picking up something.
The original video was shot to make something else(but also CG), though I used it for this.
I think the plan was that he will be picking up a leash for a pet cube.
But interaction with CG objects makes everything a lot more difficult.

+1 vote   media: Lima and Nadi
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