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Starward Rogue / Re: Starward Rogue Unlock Overhaul Brainstorming
« Last post by Pepisolo on Today at 10:35:21 AM »
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I always wanted some weapons that were related to bosses (attack patterns from bosses) but I never really understood how the whole scripting language worked to do that.
It would be cool if each of the perfect boss achievements would unlock a weapon that was inspired by the related boss. Weapon atterns that are similiar to the boss and such stuff.

Yeah, something like that could work. I was thinking that perhaps beating the bosses could unlock a mini familiar version of the boss. Just an outright weapon could work, too, though.

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Another idea would be, if you beat the game with an incredibility, you unlock a more powerful version of it.

Interesting idea! Super incredibilities!? That might be too much craziness to handle but it might work, yeah. Thanks for the idea! :)
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Starward Rogue / Re: Starward Rogue Unlock Overhaul Brainstorming
« Last post by TheVampire100 on Today at 10:18:44 AM »
I always wanted some weapons that were related to bosses (attack patterns from bosses) but I never really understood how the whole scripting language worked to do that.
It would be cool if each of the perfect boss achievements would unlock a weapon that was inspired by the related boss. Weapon atterns that are similiar to the boss and such stuff.

An example would be, we could make the V-/arrow-like shot from Crystal mother (the green one) as attack with reduced size.

Another idea would be, if you beat the game with an incredibility, you unlock a more powerful version of it.
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Starward Rogue / Starward Rogue Unlock Overhaul Brainstorming
« Last post by Pepisolo on Today at 10:08:46 AM »
Hey all

So the next big content patch we're lining up for Starward Rogue is an item unlock for every achievement in the game -- so that's around 80 achievements or so. We could do with help on coming up with item ideas that we can implement. The items can pretty much be anything and don't have to be related to any specific achievements, although if anybody has any ideas for item unlocks that might suit a particular achievement, those would be great too.

So, yeah, if anybody has any ideas for items that they'd like to see in the game, please comment and let us know. Cheers!

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AI War Classic / Re: Steamcharts: 1881 peak / 24h
« Last post by x4000 on Yesterday at 10:35:57 AM »
There's a promotion going on over at Humble Store where you can get the base game for free.  We're really jazzed that a lot more people are getting into it now!
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AI War Classic / Steamcharts: 1881 peak / 24h
« Last post by Stormking on Yesterday at 10:29:19 AM »
...what just happened? AI War 1 is being played again by more people than ever. 800-1800 according to steamcharts
http://steamcharts.com/app/40400
 I certainly dug it up again last week, but what in the world caused this?
Still looking through the news. Did I miss something?
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The Last Federation / Re: Where we are with TLF, in general, 3/14.
« Last post by zespri on May 20, 2018, 07:33:34 PM »
So how do you win in KoDP?
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AI War II / Re: Double typing issue
« Last post by x4000 on May 18, 2018, 10:54:07 AM »
TechSY730 -- fantastic to see you! :)

We're in the midst of an upheaval right now, but I greatly look forward to having you around during the post-pivot testing phase if you are.

We should be able to move to a newer version of unity by the time we're reaching Early Access in July, if not sooner.  Upgrading is no longer so huge a time sink as it was before, since Keith no longer has to do as much to make it work.

I'm mainly letting the 2018.1 release of unity shake out a bit and get some patches before we move to it.  There are a few issues still remaining in it that would be relevant to us, I think.  But I do hope to potentially move us to the Lightweight Renderer that is new there, which should work fine with the shaders I've been coding for this game... but I'm waiting for Amplify Shader Editor to have a while to work out the kinks with that system, too.

I figure sometime in June might be ideal to make the switch, we'll see.
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AI War II / Re: Double typing issue
« Last post by BadgerBadger on May 17, 2018, 10:56:00 PM »
If I recall, this is a known bug in Unity for certain flavours of Linux. I believe this is https://issuetracker.unity3d.com/issues/linux-keystrokes-recorded-twice; you can see Chris posting on the bug report. I'm not sure if AIW2 is going to be able to move to a new enough version of Unity to pick up this bugfix, but it would be really nice if possible.

That said, it only affects some flavours of linux; I am on Fedora 27 and I've not seen these issues. What distro are you running?
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AI War II / Double typing issue
« Last post by TechSY730 on May 17, 2018, 10:48:07 PM »
Hello. It has been a while...again.  ;)

So, after seeing that the music has finally made it into the game (0.743), I decided to pick up my alpha (or are we in beta now?) copy again and try again. After being blown away by the amazing title theme, I went about making a new profile (which is new since the early alpha builds).

...and then the magic was lost when every key I hit entered two characters when trying to enter my profile name. Shame, it was so early in the process too.

Before I file a formal bug report, has anyone else encountered this? I am playing on Linux, if that makes any difference.
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AI War II - Interface / Re: Unselectable planet
« Last post by t4r0n on May 17, 2018, 05:33:00 AM »
Okidoki, just wanted to let you know - is this the right place to post this? I would write here if I encounter more stuff.
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