[QUOTE=Timof2009;49104714]Darn it, 2000 keys I still wasn't on in time.[/QUOTE]
That sucks, dude, hope you have better luck next time!
You never know when the next batch might appear.
Just remember, keep watching the skies... err, I mean, Facepunch. :tinfoil:
I just got to the final form in Space Usurper, and to the creator I wanna say, I love the game, but...
FUCK YOU THIS IS HARRRRD
[QUOTE=ManFlakes;49107630]I just got to the final form in Space Usurper, and to the creator I wanna say, I love the game, but...
FUCK YOU THIS IS HARRRRD[/QUOTE]
But it makes it even more rewarding if you're stubborn enough to beat the shit out of it after some hours~
[QUOTE=Neico;49107771]But it makes it even more rewarding if you're stubborn enough to beat the shit out of it after some hours~[/QUOTE]
I know but I keep getting close but then I fly a bit too far and I crash right into the bullet.
Good game tho.
[QUOTE=ManFlakes;49109342]I know but I keep getting close but then I fly a bit too far and I crash right into the bullet.
Good game tho.[/QUOTE]
Try cutting the whole thing in half right from the start.
Have been playing Space Blunts again and it's pretty cool, bad thing the upgrades don't work yet , or do they? At least the powerup thing could work since I have been getting more barrels when reached the max level of the luck skill.
Also Deuce still works as shit on my computer. In 1366x768 it's not full screen since part of the screen doesn't have the image it should have, it's like that Evil Within black crap over the top and down of the screen but with the game background.
Space Usurper is fantastic, it just needs some better visual feedback of your constraint. I'd drop 7 or 10 bucks on a "finished" version of what it currently is, and I can imagine it being fleshed out into a $15 title. Having the "rope" flash when you can't move any farther away would be a nice addition. And while it's too simple for a standalone release nowadays, I LOVED Candy Worm. It just needs SU's dynamic music and it'd be perfect. Lots of work put into some very convincing, very impressive VFX.
I owe Mojangsta big time, dude gave me a key.
Thanks bro, best facepuncher.
space usurper is definitely my favourite of the lot
I could see a tonne of room for expansion with varying enemy effects. like different pixel types, parts breaking off as individual enemies if they become fully detached, etc
[QUOTE=Timof2009;49104714]Darn it, 2000 keys I still wasn't on in time.[/QUOTE]
Still have been here since day 1 and still no key. I feel your pain.
[QUOTE=Seibitsu;49110058]
Also Deuce still works as shit on my computer. In 1366x768 it's not full screen since part of the screen doesn't have the image it should have, it's like that Evil Within black crap over the top and down of the screen but with the game background.[/QUOTE]
Yeah it's a little bit weird on certain resolutions / aspect ratios
On 1920x1200 the whole thing renders, but some of the hud elements are misaligned (minimap, shield bar, some of the main menu screens)
[t]https://lh3.googleusercontent.com/-V0Pa6s3h1q4/VkbvtZGOQqI/AAAAAAAALyM/13iAOFTIghk/s0/spacecunts.jpg[/t]
Man i wanted a key... i guess i am way too late :(
[img]http://i.imgur.com/jRDlk2u.jpg[/img]
It's Deuce new build time!
We've added quite a lot this week.
In this build we've overhauled shot reaction times so you will find returning the ball much easier. Some of the feedback we have received has been about not knowing when was the best time to return the ball, so we've improved this massively by making it more lenient when you can return the ball. It should now feel a lot more responsive.
Also, we've implemented a new special bar system and new special controls. Y is now Focus, Left Trigger is now Special 1, Right Trigger is now Special 2 and both Left and Right Triggers together are special 3. Watch this space for a lot more on specials!
Please update your prototypes on Steam and give it a play!
[img]http://i.imgur.com/GCuVAIt.png[/img]
I'm trying out Deuce right now and yes hitting the ball is way easier now, not perfect but still way better than before. So far I've only found one major bug where if you do that lob attack and the enemy misses the first time the ball hits the ground the enemy teleports to the next spot where the ball will hit the ground and that's usually outside the limits and because of that the enemy get's stuck the for the rest of the game until we switch sides.
This video shows it better than I can explain.
[VID]https://my.mixtape.moe/caotfj.webm[/VID]
[editline]14th November 2015[/editline]
Also on the same map, I had to pause and go away for 10 minutes and when I came back those crystals that sometimes fall down are still falling even when paused so when I came back the entire ground was full with there crystals and could pretty much do specials all the time.
[QUOTE=Plaster;49115494]I'm trying out Deuce right now and yes hitting the ball is way easier now, not perfect but still way better than before. So far I've only found one major bug where if you do that lob attack and the enemy misses the first time the ball hits the ground the enemy teleports to the next spot where the ball will hit the ground and that's usually outside the limits and because of that the enemy get's stuck the for the rest of the game until we switch sides.
This video shows it better than I can explain.
[VID]https://my.mixtape.moe/caotfj.webm[/VID]
[editline]14th November 2015[/editline]
Also on the same map, I had to pause and go away for 10 minutes and when I came back those crystals that sometimes fall down are still falling even when paused so when I came back the entire ground was full with there crystals and could pretty much do specials all the time.[/QUOTE]
Thanks for showing us that bug! We'll look in to what's causing that! The crystals thing sounds like an easy fix :)
Every time I try to do a quick match in Deuce, it crashes. Are controllers required for Deuce like how they are required for Space Runts and Archaerology?
New blog and new build!
[url]http://www.facepunchstudios.com/2015/11/20/space-chunks-devblog/[/url]
[QUOTE=FacepunchAd;49153050]New blog and new build!
[url]http://www.facepunchstudios.com/2015/11/20/space-chunks-devblog/[/url][/QUOTE]
But no new keys.
[QUOTE=Timof2009;49181946]But no new keys.[/QUOTE]
If you didn't get here during the time of 1000's of keys being sent out, too bad, you can watch the cool dev's work on there games and get input from us who have the dev games.
oh man I had not seen Deuce before! Mario Power Tennis is one of my all time fav games
pls clone [url=https://www.youtube.com/watch?v=S_kywVQ4cww&feature=youtu.be&t=30s]this stage gimmick[/url] somehow, it was the best thing ever
Could the crosshair in Space Usurper please not be overlayed by projectiles.
[QUOTE=Coolboy;49220381]Could the crosshair in Space Usurper please not be overlayed by projectiles.[/QUOTE]
Yup, in the new version I'm workin on the crosshair is above em.
Have you guys though of a way to handle distribution of key yet? Or are you satisfied with the amount of testers you've got now?
Hey I decided to try Deuce again and it works on my crappy laptop, thanks! Now I need to figure out of to play a match hitting the ball...
I'm really loving musicbox. Going to try and make some sick beats yo.
Yodle!
New blog and new build of Space Shunts on Steam!
Check it outtttt:
[url]http://www.facepunchstudios.com/2015/12/04/space-shunts-dev-blog/[/url]
[editline]4th December 2015[/editline]
[QUOTE=highvoltage;49244105]Have you guys though of a way to handle distribution of key yet? Or are you satisfied with the amount of testers you've got now?[/QUOTE]
PM'd you one!
[QUOTE=highvoltage;49244105]Have you guys though of a way to handle distribution of key yet? Or are you satisfied with the amount of testers you've got now?[/QUOTE]
Oh lookie, grats on your key!
Space shunts looks pretty nice
Space Mumps:
Obviously with the walls being made of broken rocky things, there's a lot of gaps to get out of the levels. Like a [I]lot[/I]. I didn't take any screenshots/video because they're not exactly hard to find, bub. However, leaving the levels showed some weird rendering going on with the rocks. There were a few places inside the level that this happened as well:
[t]http://puu.sh/lJub9.jpg[/t]
I like the new abilities! Laser link was hard getting used to, but once I got the hang of it, it was fiiine. The laser saw feels less overpowered now. I can't say anything about the railgun thing because out of the three times I ran through the game I literally never got it. I'll try again later maybe.
Also a suggestion: there's no way of knowing how long the abilities last. I didn't consider this a problem at first, but it'd be nice knowing how long speedboost lasted. The obvious choice is meters and they would probably do the trick, but idk where you'd even put that shit.
Keep up the gr8 work
P.S. if it's called Space Drunks next I expect $$$royalties$$$ and a paid vacation ya damn [U]plagiarists[/U]
[QUOTE=ColossalSoft;49247325]Space Mumps:
Obviously with the walls being made of broken rocky things, there's a lot of gaps to get out of the levels. Like a [I]lot[/I]. I didn't take any screenshots/video because they're not exactly hard to find, bub. However, leaving the levels showed some weird rendering going on with the rocks. There were a few places inside the level that this happened as well:
[t]http://puu.sh/lJub9.jpg[/t]
I like the new abilities! Laser link was hard getting used to, but once I got the hang of it, it was fiiine. The laser saw feels less overpowered now. I can't say anything about the railgun thing because out of the three times I ran through the game I literally never got it. I'll try again later maybe.
Also a suggestion: there's no way of knowing how long the abilities last. I didn't consider this a problem at first, but it'd be nice knowing how long speedboost lasted. The obvious choice is meters and they would probably do the trick, but idk where you'd even put that shit.
Keep up the gr8 work
P.S. if it's called Space Drunks next I expect $$$royalties$$$ and a paid vacation ya damn [U]plagiarists[/U][/QUOTE]
Yeah the collision is whack for these rooms, it'll be fixed for the next update - was all a bit last minute!
That's a bit unlucky, the abilities are reset each new level - maybe try one more time ;)
You're right about the ability timers, I've considered maybe adding a little bar above each ability icon, but I think the real solution is adding more feedback. Like at the moment, the boost trail is the same colour wether you're travelling at normal or boosted speed. We're gonna change that colour when you're boosting and add sound effects too.
When I finally figure out the ability rewarding/equipping, there'll be some kind of UI screen showing all the information on your abilities too. Exactly what each one does, how long, cooldowns etc.
Cheers for the regular feedback dude, much appreicated :)
...we were thinking of going with Space Mumps next time, so I guess we don't have to pay anything ;)
Sorry, you need to Log In to post a reply to this thread.