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Tuesday, January 8, 2013 - 06:44

Sorry for my bad expression, i meant it like "growth phases" just like the devil becoming stronger or the dragon getting bigger. I am kind of a sucker for that and might end up modeling some of those in 3D (the 3rd devil is COOL). So, do you think you can come up with a few more of those? monsters are way more attractive than human on that aspect (because they only get more armor on then normally)

Sunday, January 6, 2013 - 06:42

Is that a swamp dragon from discworld? quite lovely, i also like a lot the promotionable creatures (imp and dragon) can you do more of those but with weird creatures?

Monday, December 31, 2012 - 12:32

I dont think its a good idea to start admiting minoritary file types, just think that most people who come here looking for art want everything as simple and straigforward as possible (reason why untextured models for example never get much attention), but if they provide that file type along with a more popular one its fine. Because seriously, I, for example wont download a totally unknown program just because i like one art piece thats made on it. I would look for other art that would fit the place and move on (unless its something truly amazing, which is quite rare)

 

Tuesday, December 11, 2012 - 16:28

I have a question about this, what kind of criteria do you use for posting on those networks? I dont like getting my facebook account flooded with spam, and sometimes OGA gets a lot of low quality assets all of sudden.

Friday, November 30, 2012 - 13:11

It would be better it you do it, i dont know much about sprites and suchs and am likely to mess things up.

 

Tuesday, November 27, 2012 - 04:45

Adding to unity is really easy, you need to have blender installed somewhere in you pc , and you just put the .blend inside one of the folders of your project; or inside unity, rigth click somewhere into the folder window and should be an option to import.

Normals migth need adjustements inside unity, just so you know.

Thursday, November 15, 2012 - 11:24

That sure is a good impovement , good work!!

Monday, November 12, 2012 - 11:03

Bloody nice!! the only Con, are not the shoulders too pointy?

Monday, November 12, 2012 - 10:04

Ok, i played it for a while, so here is some feedback:

* Regarding non combat:

- Menus are too little, most of the screen is empty

- when i recruit a class i dont know anything about them, make a small description screen (ok, mage, monk, are self explicative, but what difference is there between a knigth and figther? a small bio screen would be good, showing attacks or available equipment)

- Healing one by one is boring, make a heal all button.

-Town background, not really important on an aplha, but it adds a lot, if license problems are cleared this one would be killer:

http://opengameart.org/content/heroes-of-might-and-magic-ii-sorceress-to...

* Combat system:

 I know you made improvements but some things still are unconfortable to use:

- Map extension VS character size, i know this one is very hard to correct, but the characters are very small comparated to the map, they barely use any of the space allocated to them (their cell) which gives the impresion of big empty terrain, either reduce standart cell size or making the characters bigger would be my advice.

- Turn system: is based on some kind of character iniciative, rigth? when you field four or more of them is very difficult to know who can move again. Some kind of indication of who can move would be nice (a green arrow over them or crossed swords, something... ) or who has moved. Other method would be for the game to automatically jump to the next able to move character and put an icon over his head so you dont lost track of it.

-Following said above, the command menus are uncomfortable to use, i think it should be cannon that once you click on a ready character, the move option will kick in by defect (no need to click on its button menu), and maybe the game should do a check after moving to see if something can be attacked, and automatically enter attack mode.

-Another problem is the combat menu location, having  to move the mouse to the corner of the screen each time you use an option is annoying, could be partially solved by what i wrote above. But another kind of solution would be good (hotkeys or wasd + space/enter) or just make menu appear beside the clicked character so there is no need to cruise the whole screen.

 

Thats is all of what i think needs to improve, of course i know its an alpha, but trust me i wouldnt have written so much if i didnt like what i was playing. Its just that i have played so many tactics games already, that i can give a few pointers to make this even better. Cheers and keep the good work.

Saturday, November 10, 2012 - 09:04

cant download, the gamefront link is broken

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