BOMBA
In response to Ishuri
SEGURA A BOMBA (Hold on this bomb)
Best debug words to test.
Ishuri wrote:
BOMBA

In response to FKI
That's a nice game you are working on there, Unwanted. Really like the art that you made. And the code that makes the art that you made do the things it does.
In response to Ter13
thx man i werked relly hrd on it
In response to Unwanted4Murder
Salute.
In response to Unwanted4Murder
ooh nice loving the animations and battle schemes
In response to Unwanted4Murder
Keep working on it. I would suggest you try to counter act this run around, and punch/swipe the air combat though. You want moments of weakness, a time when a player can react not just run around hoping the player stops for .5 seconds to get 1 hit in.

-Try a sprint system with fatigue...so players can catch up to each other.
-Try animations that stop the player from moving for a second.
-Try exploring strategies that the player has to react to weak moments
Guys, please stop replying to me. It was funny at first, but I was just embedding the Youtube video because FKI said he couldn't get it to work right. I have nothing to do with this project. lol
In response to Unwanted4Murder
Oh wow, I didn't know you had another new project, Unwanted! It's looking really good! You should try to put more cowbell in there.
Feed character creation, v2:



A huge improvement.
why is everything moving

this is disorienting

epileptic seizures


anyone else have this problem?




It's been awhile, but boy has Feed made some progress!

We've recently been working a lot on improving the pacing/progression of matches, polishing the gameplay mechanics, and preparing the game for a public demo release. We're confident that Feed will garner a following, but we want to improve chances of maintaining that that following by introducing more character progression and dynamic gameplay aspects. Points were recently added and players can gain points from various actions and accomplishments in-game and can be spent at NPC vendors for rare and unique weapons, clothes, and vanity effects - but we'll get to that in another post!

Arguably the biggest addition in this patch is the introduction of diagonal shooting! This has been the biggest request from players(even from the classic Feed!) and while it goes against the original planning and involved a bit of overhead, Unwanted4Murder and I got diagonal shooting perfectly integrated! It's a big change but proves to be super useful during those chaotic late-game waves. Not to mention how well it works with a controller... oh yeah!

Feed is now gamepad/controller capable! And oh man, does it feel good. The controls translate almost perfectly from the keyboard and it's responsive and plays well! Right analog stick support for shooting is implemented also, so map shooting to your right analog stick and enjoy some twin-stick shooter mayhem!

We're also starting to look towards the future to prepare for a successful launch, albeit months from now. Feed is pretty good at making impressions and over the years has garnered a small and dedicated following that has persisted, even when the game wasn't in active development. We want to build on that, but focus more on off-BYOND communities to start building a broader following. Already, we've put together a standalone launcher and sent it out to a number of users from different reaches of the internet and the feedback has been overwhelmingly positive! Most of these users have only played solo(a few played on servers with us!), but a portion of them stuck around and joined our Discord community to follow development and partake in future beta tests! It's a thrillingly intimidating feeling to know that there's an entire globe of people from various backgrounds who could be brought together by Feed.

There's a lot of people in the world -- don't limit your scope to BYOND alone. There are millions of people in the world and a lot more of them would be interested in your game than you'd initially think! (not to mention they tend to give better feedback than BYOND-users)

Anyway, I digress; here's the devlog from the last while!
Devlog:
  • [NEW] - New legendary weapon; Lysergia. (Zecronious)
  • [NEW] - Feeders now have more gore variants.
  • [NEW] - The Wilhelm Scream will sometimes play when a player dies. (Prazon)
  • [NEW] - Feeders that get blown up now have a chance to become Bleeders.
  • [FIX] - Players could still move their mobs when in the lobby.
  • [FIX] - Sometimes spectators would get drawn to the map before participants.
  • [NEW] - Character creation received an overhaul.
  • [FIX] - The wave modifier for the "Censored" player affect would persist indefinitely after being applied.
  • [FIX] - Spotlight alpha is now independent of it's parent.
  • [NEW] - F2 can now be used to take in-game screenshots.
  • [NEW] - Match pacing and progression has been improved.
  • [NEW] - New enemy types are now progressively introduced/added to the spawnlist every five waves.
  • [NEW] - Weapons were updated to support dynamic trigger input so that players can change firing direction mid-fire.
  • [NEW] - Players now gain points from certain actions/events that get tallied to their career score.
  • [NEW] - New special weapon; Explosive Mines.
  • [FIX] - First time clients wouldn't be able to toggle who they spectate.
  • [NEW] - Client-side FPS was reduced to 40 from 100.
  • [NEW] - Enemy movement speed and strength gradually increase over the first 10 waves.
  • [NEW] - Projectiles now have a higher minimum speed.
  • [FIX] - Deathmatches now only occur on waves 12+.
  • [FIX] - Bosses now spawn every tenth wave.
  • [NEW] - Strafe-movement is now viable for all weapons(not just automatics).
  • [NEW] - F5 will now open the gamepad key-mapping menu.
  • [NEW] - Added gamepad support (Unwanted)
  • [NEW] - Weapons can now be used diagonally.
  • [NEW] - Fan favorite map, Evacuate, has been ported from classic Feed!
  • [NEW] - New legendary weapon; Kaboomerang.
  • [FIX] - All AI are now disabled as soon as the game ends.
  • [FIX] - Fixed a bug where the player's base would sometimes get drawn twice.
  • [FIX] - Sticky grenades now have a throwing animation.
  • [FIX] - The "whiz" sound effect now only plays to players that are within 2px of projectile instead of 5px.
  • [NEW] - Exploding enemies now bloat up before exploding.
  • [FIX] - Explosions now have a limit on the amount of particles they can drop.
  • [FIX] - Fixed a potential infinite loop in player spawning. (Kaiochao)
  • [FIX] - Enemy spawning has been improved.
  • [FIX] - PLayer spawning has been vastly improved(no more spawning ontop of other players!)
  • [FIX] - Voting to skip a map now requires a majority vote.
  • [NEW] - Player stats, progression, loadout, and appearance are now saved.
  • [FIX] - Streetside(map) got a balancing tweak.
  • [FIX] - Flamethrower was buffed a little. (FKI)
  • [FIX] - Improved the way NPCs handle weapons.
  • [NEW] - Doppelgangers can now mimic NPCs.
  • [NEW] - Players that survive a boss round now get a third tier shield, max revives, and 100 bonus points.


Phew, told you we've been busy! And we have so much more in store for you! Unwanted4Murder and I are planning to start posting weekly dev blogs to tumblr and Feed's new subreddit! that will explain our progress and plans in more depth. Are you interested in joining our little community and/or participating in future beta tests? Join Feed's community Discord server!

As usual, thanks to the Feeders and FeedTeam for their unwavering support and time spent helping us test and debug. There wouldn't be a Feed without you guys and your ideas and feedback are of immeasurable value. Thank you.

Until next time, Cheers!
In response to Kumorii
Kumorii wrote:
Feed: the Novelization

Two legendary weapons.. in one loadout.

Weapons are Lysergia and the Kaboomerang.
In response to Suicide Shifter
Suicide Shifter wrote:


anyone else have this problem?

yeah, i'm korean. feelsbadman
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