I wholeheartedly recommend MOAI for development, especially for smaller studios. The cost of using it is extremely small (0$), the community support is incredible and as a engine it's extremely flexible and easy to understand.
I wholeheartedly recommend MOAI for development, especially for smaller studios. The cost of using it is extremely small (0$), the community support is incredible and as a engine it's extremely flexible and easy to understand.
Ultra: got your mail. Not near my linux box right now. Will be home in 'bout 2 hours.
Hi ultraviolent. Can you send me an email at info [at] mutantgangland [dot] com so I can send you a version with those libs? :)
Hi,
We're currently doing a soft-launch of the first ALPHA version at www.mutantgangland.com.. Please, before downloading, read the information available on the alpha page.
I will update the indiedb page on Monday, with new information.
I hope so too! Can't wait to factor in all the feedback for the sandbox battle mechanics. Thanks for checking it out.
Hi,
Pixel inconsistency might be the case here because I had to resize the game's window to a really small resolution in order to fit all of it in the article. Scaling works but it's a bit iffy for now :). Units and bots are designed by @ThomasNoppers (twitter). Thanks for checking it out o/
Hi HenryT77: Hoping to release a demo at the same time with early access version. Trying to wrap up the first stage of development right now and then I'll see about making a separate demo. Thank you for checking the game out o/
Best of luck in 2014 Jason and grats on releasing the game.
Hi kyrremann. Hoping to finish it by december 10. Demo and Full will be available on all platforms I can build for (Win, Linux, Mac and Android). I'm in the last phase of polishing (user interface, map tiles, animations) and improving the AI.
Pretty sure it won't go up on steam any time soon. Going to be distributed via desura/my site for all platforms for around 3.99$.
Working on adding more content (maps, challenges), while the graphics are receiving an overhaul. I have some news to post later on today. Thanks for following the project and showing interest.
Thanks. Should get even better by the week.
A quick update: Development on Pimps vs Vampires will resume after October. I went full time indie and since PvV will take a while to be completed, I shifted my focus to a coffee-break TBS game: Bacioiuciprian.com
Hey guys, we will update the indieDB page with news and a few more details in the comming weeks. Both me and Thomas (@Grundy) have been busy with both PvV and other work. Stay tunned and thank you for the support.
Reminds me a bit of Wall-E! That head = huge nostalgia factor! Great concept art guys!
Cane sword, now that's an idea worth looking into, especially for the melee aspect of the game!
Latest version: v0.1.5b.
Changelog here:
Indiedb.com
Changes in v.0.1.5b
- Shotgun damage increased from 5,8 to 10,16 in order to compensate for T2 and T3 enemy life drain
- Shotgun range reduced by 1 tile
- Shotgun knockback effect applies only on enemies near the player (maximum of 3 tiles away)
- Flamethrower burns enemies no further then 3 tiles away
- FreezeRay cost increased to 8AP (1 fire / turn)
- Rifle cost increased to 4 AP, from 3 previously
- Tier3 attack animation slowed down
- Added enemy speed stat. Based on their tiers, enemies can now move 1 tile per turn or a maximum of 2 tiles. No more
enemies leaping from great distances.
Bug Fixes:
- Fixed crash on selecting item/weapon/painting when changing states
- Fixed bug with door animation playing on interaction, even though the player did not have enough chips
- Fixed bug on weapon pickup which used to set the first inventory weapon as the current one
- Fixed enemy overlap bug
Been receiving reports about the download doesn't work in some cases. I have uploaded the current build on dropbox: Dl.dropbox.com
Hehe hi James. Guess @Thomas's tweets brought you to the page. Finishing up on tasks for the next demo.
Thank you. Thomas is working hard on getting the right aesthetics for the game. We're also tackling with designing new weapons and vampires. Hoping to get a small release ready for you guys in January.
Hehe, thanks Servant Grunt. Working hard in order to make it as fun as It can be.
Soul hunter keeps getting better and better Zzz. One of the best games ever created with a TGC Project.
BacioiuC
Bacioiu joined
Game designer and programmer, currently working out of my apartment in Bucharest. I do freelancing work as a programmer in order to fund my own projects. I have worked on several commercial games (Hacker Evolution: Inception, Nova 3 and The Dark Knight Rises - iOS/Android).