Quote:Hello everybody. It’s been a good two weeks since our last update, so to ensure you that we’re NOT dead, I’ve updated the Characters page with a few of the basic enemies that you’ll run into in the game quite a few times.
All of them are animated, so hopefully it’ll wet your whistle until we have some more stuff for ya guys.
http://pixelxcore.net/fatesmirror/
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loving all those concepts :>
the only one I have an issue with is the Bat Pravus. I'm not liking that wing animation; it should probably look a bit more forceful in order to keep itself aloft
but then again I don't know what it looks like in action so I guess I'll have to wait until it's actually moving and attacking and all that :.
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Those are looking really good, keep up the good work!
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Not being the bad guy, but you're being overhighly ambitious again Tyvon. :/
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(03-24-2010, 11:09 PM)Medevenx Wrote: Not being the bad guy, but you're being overhighly ambitious again Tyvon. :/
oh no god forbid someone puts time energy and effort into something and has high hopes for it what a shitty thing to do
tyvon's such an overly ambitious distinguished gentleman he should be ashamed
i guess it's now a bad thing to have high hopes for something you're proud of
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You did a lot of things like this already. Pokemon Zero? Pulseblade?
I don't see how an ARPG and a fighting game are related to a simple adventure-platformer...
Pokemon Zero and Pulseblade are... completely unrelated to Fate's Mirror in anyway. Pokemon Zero isn't cancelled, it's on hold while I work on a game that can actually be sold. (i.e., this) I would love to get back into Pokemon Zero when I'm not focusing more on something that'll benefit my life a little bit more.
Pulseblade is a huge project that I won't be able to tackle without... resources. (which will be acquired from this! and many other projects!) Fighting games are usually made by more than 5-10 people. Most of those people are also usually being paid separately. PixelxCore's first game shouldn't be a fighter, because not everybody's into fighters. Fate's Mirror is a platformer with adventure and action elements, so it's easier for both hardcore action fanatics and casual point a to point b fans to get into.
And even if they were similar games, who cares? I didn't realize I wasn't allowed to make games just because I cancelled or hiatus'd a few. You can't just give up because you didn't finish a few games that you had over your head. Otherwise, nobody would get anywhere in life. :l
We're obviously showing consistent progress with this project, so... what's the problem?
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Not similar games, the projects are similar in SIZE. This is looking like another huge project. Do you already have programmers that can fulfill Fate's Mirror for the iPhone?
I'm actually in support of this and I love what you guys are coming up with already. I just don't want this project to be too big for you guys to handle and be "put on hold" again since this is the breakout game of PxC.
Don't you guys think there is too much sheeting? I mean, you have a guy main character with a lot of weapons. And there's a girl character too? I know you guys have the best team already. But I feel as if you guys putting too much on your shoulders.
And a Q2 release 2010 release? That's like June/July! Are you guys sure you can finish it in time? Well, I think you can considering that ALL of the brainstorming has been done, but since you have given your word, you can't have anymore delays.
The actual crit: The stalag pravus weirds me out. What's it supposed to be? The shading makes it even weirder.
There might be a delay to sometime in August depending on how these next few months go. It's easily plausible though. That's mainly why we set the release date to an average like Q2-- just in case we need to take extra time to work out any kinks. The gameplay itself is very simple though.
And trust me, we've got a good iPhone programmer on our shoulders. There shouldn't be much to worry about.
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Then how about your Xbox and PC programmers? (well to be honest, I thought he was gonna have multiple attacks for each weapon)
SengirDev is our XBLA/PC programmer.
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(03-25-2010, 06:54 AM)Medevenx Wrote: Then how about your Xbox and PC programmers? (well to be honest, I thought he was gonna have multiple attacks for each weapon)
not to mention that since he's coding the xbox and pc versions using XNA, they'll essentially be the same game mapped to different control settings
pretty sure tyvon's got all the angles covered
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Just to further back up that statement, every animation for Arthur was already basically finished quite a while ago, and Charles has already been working out most of the main parts of the engine. A lot of enemies really only have one or two animations, most of which have already been worked on, and bosses are being done in pieces that will all animate individually, so they're much easier to animate. Our programmers are incredibly capable and graphics work has been going steady, all that's really left is to finish up the engine then get testing until everything is ironed out.
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