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 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 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 Aug 29 2013, 11:45am says:

Congratulation! Good job!

+2 votes   article: Kingdoms Rise got Greenlit!
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 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 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
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 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 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 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 May 17 2012, 5:59pm replied:

Thanks :)
Still working on it. :P

+1 vote   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 Mar 7 2012, 3:34pm says:

Probably one of the best indie games currently in development.

+2 votes   game: Red Rogue
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 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 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 Feb 14 2015, 6:27pm says:

Thanks guys!

+1 vote   article: Let there be (more) light! (And quick trailer)
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)
Offline Since
Mar 28, 2015
Israel Israel
Member Watch
Track this member
Comment Statistics
Posts per day