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Comment History  (0 - 30 of 49)
Inko
Inko - - 49 comments @ Rocket With No Name

Played for about 30 minutes. Got the level 4... Level 4! Geez this is difficult! ;D
Anyway, review mode: Activate!

I think the concept is pretty darn clever and once you get the hang of it bouncing around is really fun. And finally getting to the finish line after, what felt like a billion tries, is super rewarding.
The execution and overall style is slick and to the point, and I really really like your start menu design! Very good job on that.

The biggest problem is pacing and difficulty. I don't mind dying over and over, hell, I completed super meatboy, but having to watch the same countdown every time over again is tedious and the game speed is so terribly slow that you often end up falling several seconds in which you can't do anything but wait. A quick respawn button that instantly respawns you when you press it would be handy.
I also noticed getting cross-eyed a bit because I constantly tried to keep an eye my cool down bars while also looking at the character. Maybe some visual indication on the hero when the rocket self-destruct is off cooldown would be nice.

Apart from that, get that Avast thing sorted! Avast didn't even let me download it until I shut it down entirely.

Keep it up, keep rocking!

Good karma+2 votes
Inko
Inko - - 49 comments @ Demon Core

Pink finger nails...? Really?
Also the AI in your greenlight video looks kinda braindead and the gun sounds are not the best.
Apart from that it looks really really good though.

Anyway, best of luck and keep it up!

Good karma+2 votes
Inko
Inko - - 49 comments @ Destra: Darkness Arising

Ahm... just uploading a unity exe without its data folders wouln't help much. You need to zip the exe with the data files and upload the whole package for it to work. Hope this helps.

Good karma+1 vote
Inko
Inko - - 49 comments @ Woolfe - The Red Hood Diaries

This looks absolutely stunning! But it looks like it could be difficult at times to distinguish between back- and foreground with all that detail and clutter all over the place. It might be easier when you actually play it then when you're watching the trailer, but I really hope you keep that in mind when designing your levels. Too many promising looking 2.5D platforms failed for that very reason.

Good karma+2 votes
Inko
Inko - - 49 comments @ Western Saloon

This looks pretty good so far. Very interessting concept!
Most of your assets also look pretty clean. But some are waay more high-poly then they need to be. On things like the barrels, the sandbags and dishes you could do with half that polycount and would be fine. Specially in a stylized graphics style!

Anyway, tracking and good luck!

Good karma+2 votes
Inko
Inko - - 49 comments @ Watch Shield

haha, love the idea and execution!
Ever thought about making it show the real system time as a little gimmick?
Anyway, keep up the good work!

Good karma+1 vote
Inko
Inko - - 49 comments @ Base Layout of Large Rooms

Hey man! I like the overall style you got going, but damn! Thats a lot of verts for just one room and I don't see anything you couldnt just do with a simple bump map. While 6k verts is no problem for the darn powerfull unity renderer, keep in mind that most game levels are usually a lot bigger then that. And once you have enemy ai checks, pathfinders and other update algorithms running in the background you will need every bit of cpu power you can get!
My advise. Ease up on the detail and try to do as much with light maps(parallax or bump) as you can.
Anyway, hope this helps and good luck!

Good karma+1 vote
Inko
Inko - - 49 comments @ SoBlock!

Oh!? Finally someone has done it! An octree based voxel game that utilizes octree resolution! Good job!
Unfortunately it runs ridiculously slow on my machine and is pretty much unplayable. Some LOD settings in the graphic options would be nice to cramp up the distant voxel resolution quicker for older machines.

Looking forward to see where this goes. Keep rocking!

Good karma+2 votes
Inko
Inko - - 49 comments @ FantasyScape

While the images look pretty ugly the concept sounds awesome! This could be really super fun with some friends. Looking forward for more infos, though I recommend you getting an artist on board soon.
Best of luck.

Good karma+2 votes
Inko
Inko - - 49 comments @ Freebooter

I like what I see so far! Love the art style and setting. Always wanted to build my own pirate ship and sail the seas as “Grim Inko, King of the Pirates”. Make it happen! :)

Good karma+4 votes
Inko
Inko - - 49 comments @ SiegeBreakers

I absolutely love what I see so far. Reminds me a bit of dungeonkeeper which is not a bad thing what so ever!
Eager to see how this develops and I wish you the best of luck!

Good karma+3 votes
Inko
Inko - - 49 comments @ Paranautical Activity

This looks really cool!
I was wondering if you are using actual voxels or if you just modeled the lvls und characters that way? And if they really are voxels, how are you going to use that? Are you planing destructible environment, dismembering enemies or anything like that?

[tracking]

Good karma+2 votes
Inko
Inko - - 49 comments @ 272:BC the rise of rome

What do you want to hear?
Your models are bad and you don't really show anything else.
When making models, always keep in mind how much detail you need. Your siege tower for example is really REALLY low detail but a single one of it's tiny wheels has more polygons then the whole tower. That's just bad.
Show us more content or better models, but what you have right now just feels like it's a bit too early for a presentation.

Anyway, good luck with your project.

Good karma+2 votes
Inko
Inko - - 49 comments @ Taut

Now I could swear I know this game from somewhere? Could it be that you showed this off ages ago in a german RPG Maker community called RPG Atelier?

Anyway, will download & play it later. Really looking forward to play an rpg maker game again :)

Good karma+1 vote
Inko
Inko - - 49 comments @ Cavorite: The Complete Saga

Haha! Awesome story based on an awesome book :) I was actually playing around with the idea to make a game about that book myself but never got around to. Oh well... Now I don't have to anymore :)
Keep up the good work!

Good karma+3 votes
Inko
Inko - - 49 comments @ Hubris

Hey there!
I really really enjoyed the atmosphere of this. 2 things you should consider adding are higher res shadows(since there is nothing else really going on the background this shouldn’t be a problem...?) and maybe some kind of a HDR effect. Not sure if UDK supports that but it would defo help the atmo a lot since the whole style is based around light and shadow anyway.

Oh, and are you planing to continue this and make it a little longer, or is this a final version?

Anyway, good job!

Good karma+1 vote
Inko
Inko - - 49 comments @ New Title

I really really like this one! Good job!

Good karma+2 votes
Inko
Inko - - 49 comments @ [CONCEPT] New HUD

Dammit! Accidentally flagged the image, sry about that. So the least I can do is comment:
I like the simplicity of the HUD. Clean and easy to understand. Nothing too fancy, but defo nice to look at. The only thing that kinda bugs me in this screenshot is the texture of the gloves because I have some problems telling what material that is supposed to be. If it's leather the texture seems weird, but if its cloth it's too glossy.

Keep up the good work, keep rocking.

Good karma+1 vote
Inko
Inko - - 49 comments @ 3079

Oh god, using gay as an insult makes you instantly sound like MC super douche of douchington. Oh, and besides that you are wrong.

About the game: I played the demo, didn't really understand it though.
Here is my trail of thoughts while playing: Why am I in space? Whats up with these super small planets? What do I have to do? What is that? Why is it shooting at me? I am dead? I am not dead? What is that building over there? Who is that guy? Oh, now I'm dead?

Yes... yes I was dead. Sry, I didn't really enjoy your game, too much stuff happens that doesn't get explained, or... who knows, maybe I'm just too stupid. But it looks nice and building a voxel engine always deserves respect. Good luck with the sales!

Good karma+3 votes
Inko
Inko - - 49 comments @ arena test map + gun

I haven't decided that yet tbh, but I will definitely play around with that idea later.
Glad you like it :)

Good karma+1 vote
Inko
Inko - - 49 comments @ Prototype 0.2

@Ruffalow: You can always use the number keys(1-4) to switch guns. Totally forgot to put that in the controls description. And I'm thinking of adding a next-gun/previous-gun button just to be sure.

@Shovel: Yea, I was thinking about that too. Maybe as a collectable ability or something like that. I'll try some things out with it soon.

Good karma+1 vote
Inko
Inko - - 49 comments @ Prototype 0.1

First of all, thank you guys for your kind words. You are awesome!

@shovel: That's a good point. I'll fix that in an future update, thx!

@Chrome: Shooting isn't implemented yet and probably won’t be for the next few updates. First I want to nail the movement. And the problem list is correct. A new version is gonna go online today so if you wanna see what I meant just check out the new prototype.

But I'll try to write the change log a bit more clear from now on :)

Good karma+1 vote
Inko
Inko - - 49 comments @ first little atmo glimpse

Thanks for you comment and advice! Don't worry, models for the pick ups are planed. The cubes are definitely just placeholders.

Good karma+1 vote
Inko
Inko - - 49 comments @ Prototype 0.1

Thanks for your reply and support. I wouldn't call it a demo though, since there is no real gameplay yet. More a proof of concept. Or a concept of a proof of concept. It would be great if you would take the time to play the next few prototypes when they are out and tell me what you think. Critic is always appreciated.

Good karma+1 vote
Inko
Inko - - 49 comments @ Havenforge

I played around with it for a while and I had a quite fun time. It definitely has a lot of potential! Some kind of scaling tool for the unity cube would be nice. So instead having a wall item, a half wall item, etc, just have one cube that you can scale in all local axises. Also I'd love to see some kind of vertex snap feature or even actual collision detection when placing the blocks.
Oh, and what are your plans on map generation? Some infos there would be nice.
Anyway, good luck with your project!

Good karma+3 votes
Inko
Inko - - 49 comments @ Zombie Grinder

I totally love what I see so far!
Great style, great gameplay concept, great guns!
Looking forward to play it. Good luck!

Good karma+3 votes
Inko
Inko - - 49 comments @ Long range terrain approximation test

That is a really cool idea and seems to work quite well. Always disliked the minecraft terrain popping. Keep going.

Good karma+6 votes
Inko
Inko - - 49 comments @ Level Design WIP

just love it! This is one of my most-wanted games currently! Keep rocking.

Good karma+3 votes
Inko
Inko - - 49 comments @ Start Screen

That's actually a really good point! thx for the comment, we'll think about that.

Good karma+2 votes
Inko
Inko - - 49 comments @ Project: CARDS

Yeaaay! Infos :)

Good karma+2 votes