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News / Re: KICKSTARTER ANNOUNCEMENT
« Last post by Cthulhu on July 03, 2019, 11:10:47 AM »
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News / Re: KICKSTARTER ANNOUNCEMENT
« Last post by Cthulhu on July 01, 2019, 09:32:32 AM »
Hey!

Sad to see the kickstarter fail, but I'm very confident there is a crowd for this game out there, if just the word of mouth got started.

Maybe this game could get some attention on Hacker News, with the angle of it being written in pascal, which might attract attention from nerds. "single quirky guy writes isometric stealth and dagger game in pascal"

I don't do social media, but I assume they have recommender systems that can help targeting the right audience.

I can't imagine what goes into doing a kickstarter, and I'm not saying CK hasn't done enough, just that it might need to find some niche channel and cult following, which of course is easier said than done. Or I can reverse the paragraph: which platform/forum is Hidden asset most exposed / get most attention on, outside this forum? Development videos on youtube? (Btw, I think dev. videos are a very good way to build a following).

Anyway, keep it up, and don't give up dev'ing!
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News / Re: KICKSTARTER ANNOUNCEMENT
« Last post by Christian Knudsen on June 24, 2019, 11:17:31 AM »
I did thank everyone who supported the Kickstarter campaign. Did you not read the Kickstarter update?

I also did have marketing and updates planned. But after the first 48 hours it was clear that the campaign was not going to succeed no matter what, so those updates I have saved for a possible future campagin.

I've been drowning in work from my daytime job and have also been a bit burned out after the sprint to have everything ready for the campaign, which is why you haven't heard much from me.

To suggest that I didn't want the campaign to succeed with the hours upon hours of work I've put into both the demo and the campaign is frankly pretty fucking insulting (as is that GIF you posted)!
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News / Re: KICKSTARTER ANNOUNCEMENT
« Last post by GLI on June 23, 2019, 09:45:20 PM »
Well. It's one month since "campaign" ended. It wasn't successful, it happens. But what is going on with you, mister developer? Not even "thank you" to those 64 backers.

Don't get me wrong, I'm just asking questions. It's not attack, yelling or whatever aggressive... but where is your marketing?

You started with video eating bun like you didn't care you'll succeed or not.

You show something (text, pics, demo) and then you practically told "gib monies"



You were not prepared to Kickstarter campaign! What happened to regular "updates"? Where was information about "future development" with some examples (things not available in playable demo)? And other important things...

It looks like you didn't wanted to succeed. It looks like you wanted a failure to have excuse. I hope you're not...

Talk with some people who knows marketing. Who knows how to make crowdfunding campaign.

I hope your next campaign will be successful. You should make it better or next time I will not pledge at "Executive Level".

Keep up good work. Regards.
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Alpha Testing / Re: Med kit no double click?
« Last post by Christian Knudsen on May 18, 2019, 10:49:18 AM »
Double-clicking won't be implemented for items in your inventory, since they can usually be used on multiple objects/people, so the game wouldn't know what/who to use it on if you just double-click. For example, you might also be able to use the medkit to heal a friendly character in the future.
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Alpha Testing / Med kit no double click?
« Last post by Gabu on May 17, 2019, 09:59:26 PM »
I have tried double clicking it but it does not do anything. I know that you can drag it to the player . But my first instincts is to double click it. I think it might be faster if you are able to double click it  ;).
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General / Re: !!!The Source Code!!!
« Last post by wasol on May 05, 2019, 01:08:32 AM »
If anyone cares, i'm doing a 3D remake using the ZDoom engine. It's still not the good old classic Ascii Sector source code, but at least we get new content and support for many consoles (The Wii / Wii U will be the first to get a port)

And yes, it will have an optional ASCII texture pack  ;)
Along with online play.
Don't worry about the requirements, any Pentium 1 coupled with any DirectDraw-capable GPU and 64MB of RAM should be able to run the game at a rock solid 35fps! (or slightly less when theres too much going on-screen)

I will put up a thread around here as progress continues.
man you cannot leave us hanging like that ;)
8
Alpha Testing / Re: Fumbling through the demo
« Last post by Christian Knudsen on April 30, 2019, 09:26:41 AM »
Yeah, that's just to set up/teach the player that you have to be more discreet on future missions or the police will show up.
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Alpha Testing / Re: Fumbling through the demo
« Last post by thenewguy on April 29, 2019, 01:15:35 AM »
That makes me feel better. I noticed after the police showed up my contact said my work was too noisy/sloppy so I was wondering if that was part of the script, or if I needed to try a new approach.
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Alpha Testing / Re: Fumbling through the demo
« Last post by Christian Knudsen on April 28, 2019, 08:20:47 PM »
The police showing up in the first level is a scripted event. The stealth meter hasn't been introduced yet in level 1, so the police doesn't show up because of your stealth reaching 0% like they do in level 2 (and onwards).
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