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  (30 - 60 of 112)
PompiPompi Sep 11 2012, 11:32am replied:

Well, I will see what I can do. Maybe, we will see...

+2 votes   game: Shoe String Shooter
PompiPompi Sep 10 2012, 5:47am replied:

I tried to look this integrated GPU, and like most integrated intel GPU it seems to be quite low performance.
What kind of 3D games can you run on it?
It might be possible to run the game on it on a very low quality.
If only the GPU is the issue, then I could have a fall back with really minimal requirements. Probably almost no textures and very simple shading.
If the CPU is an issue as well it's going to be harder though.
I think your GPU support DX10 which is the minimum features I need.
Take a look here:

Anyway, I don't know, it might run on your laptop. We shall see. :P

+2 votes   game: Shoe String Shooter
PompiPompi Sep 2 2012, 2:11pm says:

Why not pay what you want?
And why $10 for 3 games? 90 percent from $4 is still very little, whatever percent you give the developer.
Sounds like another middle man platform.

+2 votes   article: IndieBundle.org Open Beta
PompiPompi Aug 30 2012, 6:49pm replied:

Heh, don't be so sure. :P
Someone ran the game with a GeForce 8800. Not sure what was his CPU though.
I hope you would be able to at least run the fallback.

+2 votes   game: Shoe String Shooter
PompiPompi Mar 7 2012, 3:34pm says:

Probably one of the best indie games currently in development.

+2 votes   game: Red Rogue
PompiPompi Dec 22 2011, 6:14pm says:

Thanks both of you.
loozzer, the controls for Android were only temporery.
I am going to focus on a playable alpha version for the PC. I don't want to keep you waiting for too long. :)
What takes me the most time are the animations and sprites, most of the gameplay is already coded. But I am making progress with the animations as well.
Thank you for the support.

+1 vote   article: Networking is awesome(Android and Windows).
PompiPompi Dec 12 2011, 11:45am says:

What's with the demonization of AAA developers? lol

+1 vote   article: Survivors of Ragnarök - Who The Hell Do You Think We Are!?
PompiPompi Nov 26 2011, 12:56pm replied:

Great XD

+2 votes   game: Sumerian Blood: Gilgamesh Against the Gods
PompiPompi Oct 30 2010, 7:33am says:

Sound tracks are really intense. It's the kind of sound track you can't ignore like in most games. Not sure if it's bad or good.

+1 vote   article: Some more content and a call for help
PompiPompi Oct 2 2010, 1:37pm replied:

Yea, it would be nice to have other people put their own art.

+2 votes   game: Wonder
PompiPompi Sep 27 2010, 3:03pm says:

Thank you guys,

It's still in early development, so the visuals are not final. I could have used place holders, but I enjoy doing the sprites and it also make it more interesting to watch.

Basically I am making it so I or others will be able to replace the "graphics module", so it will be possible that the same game have different visualizations. It could be sprites, ASCII or even 3D.
But that's irrelevant for the development now.

+2 votes   game: Wonder
PompiPompi Sep 21 2009, 11:33am replied:

Well, I believe Labyrinthica is not a good example for this technique's potential. Since its rendered with orthogonal projection, and thus might look like a 2D game.
The same technique can be applied in first person shooters, for instance.

However, the benefit of rendering 3D graphics with orthogonal projection(looking like diablo), is that the characters can have skinned animation. Or smooth animation.
Or for instance, you can rotate the characters as much as you like. In a prerendered 3D you would need tons of images to have a character rotate 360 degrees and also have smooth skinned animation.

Is it worth to go full 3D with orthogonal projection instead of just prerendered? Well that depends on a lot of things. But to be honest, I realized rendering 3D with perspective instead of 3D with orthogonal projection is more impressive for a lot of people. Even if you don't add any fancy shader effects.

+1 vote   article: Geometry base Anti Alias (GAA)
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 24 2012, 4:23pm replied:

Well, my time is GMT +2(Jerusalem), so I test whle I am awake.
But apart from that, there is no schedule for testing. Most of the tiem I am coding, so alot of time I wouldn't ask you to test. When I need to test I just look who is online and try to see if he is available.
From time to time I try to test with a few people at the same time. For a death match, but that is more rare.

+1 vote   article: Update, gameplay video.... cats.
PompiPompi Aug 23 2012, 1:23pm replied:

Yea, I didn't think the IndieDB crowd won't be interested in it.
Just that the mods of IndieDB won't publish a news post which is "educational" about the technology or whatever, instead of actual news post.
Overgrowth used to have alot more technially detailed posts in their blog, but I don't recall they were putting these deailed technial blog posts here at IndieDB.
The overgrowth weekly updates are more about the new features rather than how they made them, if I am not wrong?
Well anyway, I could do weekly updates of new features, although I am not tracking the new addtions tha well. Maybe I should make a list.
But in any case, I don't think the mods here will publish an article like the ones Wolfire used to have, where they describe the tech they are using and developing.

+2 votes   article: Update, gameplay video.... cats.
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 Aug 1 2012, 4:28pm replied:

Yea, it annoyd me as well. I have made a "fix" I think now it's not annoying but now the footsteps annoy me as well. :/


+1 vote   article: SSS getting serious.
PompiPompi Aug 1 2012, 1:16pm replied:

Thanks, I only did the coding though. And rigged the golem and animated him. But the Golem's model is from TurboSquid, including the texturing.
I did make an automatic fixer for the displacement map texture as seams in this texture become gaps after tessellation.

+1 vote   article: SSS getting serious.
PompiPompi Jul 24 2012, 4:45pm replied:

Short answer: I hope so.
Long answer: Low end performance isn't at my top priority right now. I use Geforce 550 Ti to run this. But it wasn't extremly cheap when I bought it. Lower end DX11 GPUs might handle it as well, I am not sure.
In addition, it is possible I will have a fallback for older GPUs that don't have DX11 features. I even had in mind having a fall back for Tablets with Tegra.

+3 votes   game: Shoe String Shooter
PompiPompi Jul 17 2012, 1:02pm replied:

I would like to do that at smoe point, yes.

+2 votes   game: Sumerian Blood: Gilgamesh Against the Gods
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 17 2012, 5:59pm replied:

Thanks :)
Still working on it. :P

+1 vote   article: Sumerian Blood available on Indievania
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 Mar 31 2012, 7:18pm says:

One copy please. :3

+1 vote   article: Offspring Fling has been RELEASED!
PompiPompi Feb 2 2012, 11:25pm replied:

I did read the article.
I guess you didn't fully read my reply.

PompiPompi Feb 1 2012, 4:24pm replied:

How was I suppose to know where the advice starts before reading it?

PompiPompi Jan 31 2012, 2:56am says:

All the glorifying of the designer are really unnecesseray, and look kind of stupid, to be honest.
I guess I will listen to the video because I didn't seem to understand what the post was trying to teach me.

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 Jan 8 2012, 12:00pm says:

It's inspired by Archon, but it has different units, different abilities, different strategy goals, different terrains.

+1 vote   article: Private Alpha(Sort of)
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 Dec 5 2011, 2:09pm replied:

Thanks for your feedback,
The thing is, this is not entirely a strategy game. It's a mix between strategy and action.
I think it's a very fun game once you get familiar with it. People might not understand what's the big deal before passing the initial learning curve.
Of course, multiplayer with an appropriate challange is what it's all about.

+3 votes   game: Sumerian Blood: Gilgamesh Against the Gods
PompiPompi Nov 27 2011, 12:53pm replied:

The development began on PC, only after that I added Android support. So don't worry, PC will play as it ment to be.
I am not ready yet for a gameplay video, not with the new incarnation of the game. I want to present the gameplay when the sprites are ready.

+2 votes   article: The Tale of Gilgamesh, Sumerian mythology\history.
PompiPompi Sep 23 2013, 2:41pm replied:

Dragon Strike :P

+1 vote   game: Dragons High
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 Sep 11 2012, 11:14pm replied:

I didn't exactly understand what you mean by the rigid bodies though? The only rigid body in respect to the ragdolls is the gun. But the ragdoll works pretty badly without the gun as well.

+1 vote   article: Spring time!
PompiPompi Oct 7 2011, 11:59am replied:

It's C++ plus different replaceable modules(basically dlls).
So now I have for the(2D) graphics both an DX9 implementation and an SFML.
Someone without DX9 could use the SFML implementation and vice versa.

+2 votes   game: Sumerian Blood: Gilgamesh Against the Gods
PompiPompi Sep 25 2011, 12:38am replied:

Hey, that's an excellent idea! Thanks!

+2 votes   article: Fatal Wars 2 annoucement.
PompiPompi Dec 3 2009, 8:59am replied:

Haha, thanks for the comment, it made me laugh.
Well the blade isn't so long, and the character is not of human proportions.

+1 vote   media: Pain sword WIP
PompiPompi Jun 21 2009, 4:53am replied:

Hi jeff,
Don't you guys in Wolfire have a deal with steam that if someone pre order directly from your website, he also gets a steam "copy"?
Maybe it applies here as well.

+1 vote   article: Pre-Orders, Exclusive Goodies for Aaaaa AAaaa AAAaa AAAAa AAAAA!!!
PompiPompi May 25 2009, 10:35am says:

I have made his arms longer in the 3D mesh, but still I needed to have him let go the weapon and hold it with one hand.
Though instead of a hammer, I gave him a really big morning star, if it can be called that.

+1 vote   media: Gortimus concept
PompiPompi Apr 20 2009, 11:29am says:

Hehe, thanks.

Adding an additional melee attack should be heavily considered, since it can easily ruin balance or make the first melee attack useless.
There is a different type of melee attack though. The berserk potion. You can see on this video I drank one of the berserk potion, but I did it when there were no enemies around.
Moreover, part of the melee combat is also defending, and the shield has a special role in combat.

I am currently working on the first armed enemy(no more innocent unarmed "aztecs" ;) ), which will be different than the touch enemies that I have showen so far.
So there is more gameplay to explore with the current attacks and defense abilities.

+1 vote   article: Plague, Freeze and Volleyball?
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