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  (60 - 90 of 112)
PompiPompi
PompiPompi Dec 3 2014, 12:04pm replied:

Thank you! :)

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

Yea those are programmer animations :P

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

Thanks, I appreciate that. :)

+2 votes   article: Version 1.07 is on Google Play!
PompiPompi
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
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
PompiPompi Aug 29 2013, 11:45am says:

Congratulation! Good job!

+2 votes   article: Kingdoms Rise got Greenlit!
PompiPompi
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
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
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
PompiPompi Jun 15 2013, 3:33am replied:

It's free on google play :)

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

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

+4 votes   game: Berserkrgangr
PompiPompi
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
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
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
PompiPompi Mar 17 2013, 2:29pm replied:

Thanks buddy :)

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

lol, so cute.

+1 vote   article: Christmas Present from Stampede 3D - Free Soundtrack!
PompiPompi
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
PompiPompi Oct 14 2012, 1:27pm replied:

Yes sir XD

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

Yea, the lack of an artist shows XD

+2 votes   article: Rocket Launcher Club
PompiPompi
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
PompiPompi Sep 15 2012, 3:22pm replied:

lol

+1 vote   media: Plushie on a Gun
PompiPompi
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
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
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.
PompiDev.net

+2 votes   article: Update, gameplay video.... cats.
PompiPompi
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
PompiPompi Jul 16 2012, 2:19am says:

Looking great!

+2 votes   article: Rune Masters released on Desura!
PompiPompi
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
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
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
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
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
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
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
PompiPompi Oct 1 2011, 11:31pm says:

Looking sweet! :)

+2 votes   article: The Archer - Devlog Video 2
PompiPompi
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
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
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
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
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
PompiPompi Dec 3 2010, 2:06am replied:

It's a rock. :P

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

Awesome trailer. :)

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

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

+1 vote   download: Tachyon Wars game client
PompiPompi
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
PompiPompi Sep 28 2009, 4:17pm replied:

Thast great! :)

+1 vote   article: Bugs as an opportunity to learn
PompiPompi
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
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
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
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
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
PompiPompi Aug 31 2009, 5:51pm replied:

Thanks ^^

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

Thanks :)

+1 vote   media: Pain sword WIP
PompiPompi
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
PompiPompi Nov 26 2011, 12:56pm replied:

Great XD

+2 votes   game: Sumerian Blood: Gilgamesh Against the Gods
PompiPompi
PompiPompi Nov 20 2011, 12:36pm says:

A grumpy, smoking bunny mascot

+1 vote   article: Contest - Choose Super Bit Dash's new characters!
PompiPompi
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
PompiPompi Sep 25 2011, 12:38am replied:

Hey, that's an excellent idea! Thanks!

+2 votes   article: Fatal Wars 2 annoucement.
PompiPompi
PompiPompi Feb 3 2011, 9:43am replied:

Hi, thanks for your comment.
Well, you are right some minor changes can improve visuals a lot, I have been thinking about that and you suggest some good ones as well.

However, as you said, the graphics are "not final". This is not accurate, what is not final is the Wonder engine. Wonder: The Evil is a very small game that helps me develope the Wonder engine. Once the engine is more developed, it will should be relatively easy to replace all the graphics of the game. So I am not that bothered with the visuals right now.

Saying that, I did try to make the visuals have a very retro old 8-bit SMS RPG kind of look. Take a look of a game such as Miracle Warriors. I wanted it to look like a very old game, and I think the visuals and style are good in that way.

I do appreaciate your comment, maybe I will update the visuals some day, but for now I think they are fine.

+1 vote   game: Wonder
PompiPompi
PompiPompi Oct 30 2010, 3:19pm replied:

You can't fight clones. Especielly when many times an innovative and original game seemd to be an Ok game, while a clone added a little thing to the same concept and made this game shine.
There are many examples of "game changing" games, that after a little research you find they cloned some game that wasn't as successful.
Cloning is fair competition, and besides you can't really know whether a game is cloned or not. Because the original might be some game with bad marketing that no one have heard of.

You brought some important contradicting points. You said that games with good reviews and user content will become more popular, but you also mentioned you download apps to the iPhone with good reviews that dissapoint.
That means that user content isn't always accurate in predicting the game's value for you. Maybe we need something more creative. Maybe we need to provide smart gamers with tools to look for those little gems.

I will give you an example. Let's say Desura keeps track of how long people played games. You can have a query searching for games that don't have much reviews, but also have very few hours of gameplay.
This can help you find good games that didn't get much exposure.
Maybe you can have search like "I want a game that has little exposure", or "I want a game that users who like FPS games don't like, but users who like casual games like".

I understand the problem of users being flooded with information and unable to find something for their liking. But I think your solution of a select few people filtering games for the public, is not the best solution.
The best solution, if it can be pulled off, is having a large database of games, but also having very advanced, intuitive and complex tools for users to find games.

+3 votes   article: Qualifying rules on Desura
PompiPompi
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
PompiPompi Oct 30 2010, 4:25am says:

I think it's great to do the respond approach.
However, like others have mentioned, I do not understand why you need the "Grey area" criteria.
Everyone can agree on "bug free" and legal. But I am wondering what is the motive behind the other criterias.

Do you prefer having a small amount of games featured in Desura? So titles won't dissappear in the sea of games? But then, doesn't all the articles, user content and rating should make up for that?

With this approach you are going to end up with a portal that features the games all the other portals feature anyway. So what is the point exactly? You will obviously make money out of this, which is a good point. I just thought Desura is going to be a place for the little guy(there are little and big in the Indie scene as well).

+4 votes   article: Qualifying rules on Desura
PompiPompi
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
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
PompiPompi Dec 12 2009, 5:46pm replied:

No worries. :)

+1 vote   article: Labyrinthica: The quest of lima, is complete.
PompiPompi
PompiPompi Dec 12 2009, 1:47am replied:

Thanks :)

Well currently I am working on a new game. A 2D multiplayer RPG. There will be more blog posts about it over www.pompidev.net.
An expansion to Labyrinthica is a very good idea. I will see when and if I will get to it.

+1 vote   article: Labyrinthica: The quest of lima, is complete.
PompiPompi
PompiPompi Dec 11 2009, 4:34pm replied:

Are you seeing the Plimus purchase page and it's still 20 euros?

+1 vote   article: Labyrinthica: The quest of lima, is complete.
PompiPompi
PompiPompi Dec 11 2009, 2:10pm replied:

Thank you for the comment,

You are right this is an action game with no real dialogs or all sort of interaction with NPC. However, saying it is hack and slash gives the wrong association, you do only fight in this game. But it is not mindless fighting, which might be implied from hack and slash. It requires to be careful and nimble. Depending on the game difficulty you choose, and your own skills.

About the combat system. Well it's true it is similar to other games. I didn't say otherwise. However, it is melee oriented. While alien shooter might have melee combat, it is not designed around melee combat(as far as I know). In Labyrinthica you don't have a real projectile weapon. You can throw potions and you can bounce off projectile with your shield, but most of the battle will consist of face to face.
That means monsters, levels, AI and etc, are designed for melee combat(mostly). There might be other small difference, such as, the enemies bounce when you hit them. It's better to hit an enemy from behind. The shield can be used to defend from projectiles or bounce them. The shield can be held above the head. But I can't tell exactly what are the differences, because I don't know or played all the games that are similar.
What I want to say is, the game is melee focused. And not having a projectile weapon available, shape the type of gameplay.

There is also the potions system, and other things to say about this game. But I think the game has it's own uniqueness, and people say they enjoy playing this game(at least some of them). So I think I did something right.

+1 vote   article: Labyrinthica: The quest of lima, is complete.
PompiPompi
PompiPompi Dec 10 2009, 4:34pm replied:

I am trying to do this, but it's not trivial to get into steam.

+1 vote   article: Labyrinthica: The quest of lima, is complete.
PompiPompi
PompiPompi Dec 10 2009, 8:41am says:

I have changed the sales service from RegNow to Plimus, I hope now there won't be any problems. Also, the extended download cost "only" 3.95 USD as opposed to the previous 5 USD. Rember this extended download is optional.

+1 vote   article: Labyrinthica: The quest of lima, is complete.
PompiPompi
PompiPompi Dec 10 2009, 5:51am replied:

I am also going to fix the buying process of the game. Instead of using RegNow, I am trying Plimus now. In addition I hope to have the game available in portals. So it might be a good choice to wait for now.
But keep an eye of this game when the game to gets to one of those services.

+1 vote   article: Labyrinthica: The quest of lima, is complete.
PompiPompi
PompiPompi Jul 27 2013, 5:47am says:

Wow... looks amazing!

+2 votes   article: Kingdoms Rise now on Greenlight!
PompiPompi
PompiPompi Apr 10 2009, 5:21am replied:

ibz,
I am glad you like it.
What kind of objectives were you thinking of?

+1 vote   article: Demo and videos of Labyrinthica: The quest of lima
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