Ahhhhh! This is nice. I love my new computer chair! I spend a lot of time at my computer, and my old chair wasn't so comfortable for that and was wearing out anyways. So, I got this new fully adjustable chair on sale.It should help increase my productivity on working on my projects too.
Taking some of the feedback into consideration, I've been woking hard on making several improvements to my early Blade-of-Rage Demo. Hopefully I'll have the new-&-improved updated version ready soon (probably sometime over the weekend I'm guessing if I don't get too side-tracked).
Newest version of my Blade-of-Rage demo is ready for my Play-Testers. I've made a lot of improvements in this version. I think my Demo is just about ready for the Release Something Weekend. I hope *Crosses fingers* Whew! It's been a lot of work. Hope people will like my Demo when it's released.
Very close to having a good solidy working Demo for my Blade-of-Rage game. It's gonna be Epic! Heheh. A few more things I want to add to it, and a bit more tweaking and polishing, but it looks like I'll have it ready for the upcoming Release Something Weekend. Thanks to the guys who helped me Play-Test it and the good feedback.
Play-Testing of my Blade-of-Rage Demo has begun. We've found a few odd bugs/problems, but hopefully I have things fixed now with the newest version *crosses fingers*. Aside from that, it seems like things are going well and the Play-Testers have been enjoying the game so far
Alpha-Demo of my Blade-of-Rage game is just about completed. Actually, the "Test-Demo" is ready. It's now just a matter of me doing a few more little things with it, package it, zip-it, upload-it, then I'll be contacting my Play-Testers! Cheers!
Just finished another all-dayer / all-nighter working on my project with only short naps Making good progress though (been some tricky things to overcome though). Deadfall Burial Chamber is almost complete, and sets up the story for a cliff-hanger in the Demo
I've been working-around-the-clock on my project. I'm VERY close to having a working and playable Early-Alpha-Demo that will be ready for the upcoming Release Something Weekend. Whew! (To my Play-Testers, I'll have something for you to try real soon
This crypt/dungeon map I've been working on is probably the most complex map I've made so far (due to the amount of tricky event programming and such). I'm tempted to show a screen-shot or two, but.. I don't want to give away too much details before I release the Early-Alpha-Demo, I kinda want to keep it a "surprise"
Crypt/ Dungeon map almost completed. Need to finish programming some events and a Big-Boss-Battle. It's almost time to release the Rage! (well, the Early-Alpha-Demo at least for the RSW. Hopefully. It's almost ready for testing!
oddly enough, at this point... 3 major things have kept me from porting my project to MZ... animations, and that's mainly because they don't match the artstyle of my game. and two... I NEED a YED Sideview Battler like plugin and I have yet to see one. 3rd, I don't have the money for all the stuff I need plugin wise. and I already have it on MV... lol
Generally speaking, would there be interest in some form of tutorial regarding general project management? I see there are a lot of indie/self-taught devs around here, and looking back i feel like there was a lack of resources on how to properly manage a project that might take several years to finish
I've been working on some ABS team A.I. for 'A New Suburbia', and thought I'd share.
I'm generally quite please although the AI is a little grenade heavy right now - Sneaking and stalking next! Please excuse the terrible map... it was just for ease of viewing!