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Messages - Vrosivs Avgvstvs Rakvs

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Finally got round to following the social media for this :)   How did you guys boost eg your Twitter following so fast, out of interest?

Firstly, sorry for the late reply, things have been really really hectic these days, we were grinding hard on further developing the gameplay at this early stage as well as crafting an entry voice acting script for people that have shown interest to participate. The game is slowly but surely taking form.
Secondly, regarding twitter followers - the account itself is not new, it was opened by the other two devs some time ago for their earlier projects, and then re-purposed for the game, so the majority of the following is from the previous projects.



Duly included in the latest newsletter:
https://exilian.co.uk/forum/index.php?topic=5823.0 :)



And thank you so much for including the project in the newsletter! Very much appreciated!  ;D

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Ooh, exciting - look forward to seeing you post more updates :)
Thanks Jubal, as time goes on the updates will be more varied  :)




Looks really interesting, I like the art style you've been using so far in those poster style social media updates :) Will be good to see how it comes along with game screenies etc. Followed on twitter!

Thank you Tusky, I'll make sure to forward the compliment to our artist ;D 

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Greetings everyone!

I'm Uroš, a member of Spacepunk Studio, a newborn indie gamedev studio, and we're currently making our first ever PC video game - Sidereal.


A bit of history before I go on with talking about the game itself. Earlier this year I was talking with two friends of mine, both of them game developers, and we talked about their gamedev endeavors. After a while we came up with an idea about a project/game that will later be named "Sidereal", and I got asked to be the writer for the game. I happily accepted that invitation, and here we are now, a team of three enthusiastically working on our first project ever - Sidereal.


Sidereal is a singleplayer 2d side-scroller with heavy focus on storytelling and narration. It will be a three-episode piece - an idea that came to us when we realized that the task is a bit too great of an undertaking to be done in one swipe by one artist, one coder, and one writer. Of course, we will be aiming to produce and release all three episodes with the shortest possible delay between episodes. The game is set in a distant dystopian future. With lots of interesting things to unravel, and an intriguing story, we hope that Sidereal will prove to be a unique thought-provoking experience for everyone. Sadly, I cannot disclose much more about the game itself at this point, but if you're interested and would like to follow the game's development and be informed of its release date and other information, feel free to follow us on social media:
instagram.com/sidereal_game
facebook.com/siderealgame
twitter.com/sidereal_game

We are aiming to release the game on Steam, and will keep everyone updated as progress is made along the way.  :)

Thank you for your attention, and of course, any feedback is greatly appreciated!  ;D
Sincerely,
Spacepunk Studio

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Rome - Total Realism / Re: A Merry Monumental Multiplayer Moment!
« on: April 06, 2018, 03:20:28 PM »
that file gave me PTSD haha  ;D

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Rome - Total Realism / Re: A Merry Monumental Multiplayer Moment!
« on: April 06, 2018, 03:01:47 PM »
Thanks guys!

What kind of things did you have to do to make it work?


Oh it was so tedious haha :D
I'm packing to go visit my family, I don't have much time to reply properly, sorry, so I'll copy-paste my reply from another thread:


We tried to make it work a year ago, too, but it all flopped for a reason not entirely known to us, as the checksum was behaving seemingly random and wild. We picked it up again a few days ago and experimented and brainstormed a fair amount, and BHL 20 had an idea that just might work and it did. The damn map.rwm file was messing with the game's checksum just enough for it to show a mismatch although apparently everything was at it should be and the versions we had running were identical to the last file. Even our map.rwm files were completely identical yet still the checksum didn't want to behave. One of the prerequisites for making mod multiplayer possible, as we found out, is to ALWAYS erase the map.rwm file before AND after attempting to play multiplayer battles. We will release an in-depth guide and explanation once we release at the end of the month. We will also be setting up a discord server for the community to meet and play.
And, of course, both the base game's checksum and the mod's checksum has to match for all the players, so even the slightest modifications to the vanilla files can render the mod multiplayer unplayable, apparently. Luckily, the checksum doesn't take into account the saves and preferences folders, as the experiments seemingly show; and the launch commands can differ, too, though this should be straightforward, we did try virtually everything. The first time ahowl11 and I ran the same launch commands, the second time I added a few and it ran fine again. It was a wild ride, haha.
But I digress. More on all this at the end of the month, we want to make sure about everything regarding this.

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Rome - Total Realism / Re: A Merry Monumental Multiplayer Moment!
« on: April 04, 2018, 01:05:48 AM »
ahowl11's elephants didn't go easy on me haha


Spoiler (click to show/hide)

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Rome - Total Realism / Re: A Merry Monumental Multiplayer Moment!
« on: April 04, 2018, 12:20:34 AM »
Spoiler (click to show/hide)

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Rome - Total Realism / A Merry Monumental Multiplayer Moment!
« on: April 03, 2018, 11:37:41 PM »
Greetings everyone! We just had a groundbreaking thing happen! After much trial and error and a fair amount of frustration we made RTR8 multiplayer work! It was a wild ride, and after many stressful moments we figured out the very specific failsafe way of making it work. And the result was the first ever RTR8 multiplayer battle – a small one but a very significant one as well! We’ll be posting more info on multiplayer when we release the next RTR8 version, v4.0. Oh, by the way, the release date for RTR8 4.0 is April 29th :D
 
 Here’s some screenshots :D
Spoiler (click to show/hide)

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Rome - Total Realism / RTR Project Recruiting Beta Testers!
« on: February 10, 2018, 06:11:04 PM »

Greetings everyone!
We're pushing hard on the beta v4 release, and we are in need of beta testers. If you're interested please leave a comment or PM ahowl11 or me! :)

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Rome - Total Realism / Re: RTR8 Public Beta v4 Sneak Peek
« on: December 31, 2017, 12:10:49 PM »
Best of luck with all that! :)

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Rome - Total Realism / Re: RTR8 Public Beta v4 Sneak Peek
« on: December 31, 2017, 11:48:47 AM »
It's never too late to revisit that :D

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Rome - Total Realism / Re: RTR8 Public Beta v4 Sneak Peek
« on: December 31, 2017, 06:40:43 AM »
Another brand new unit texture - this time for Nabataean Swordsmen :D


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Rome - Total Realism / Re: 3D Artists Needed!
« on: December 29, 2017, 12:24:46 PM »
Yeah I remember the good old days too, when I joined nearly a decade ago, the RTW modding scene was a goliath! Hope it never dies :)

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Rome - Total Realism / Re: 3D Artists Needed!
« on: December 29, 2017, 12:15:20 AM »
Thanks a lot, again!  ;D

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Rome - Total Realism / Re: RTR8 Public Beta v4 Sneak Peek
« on: December 29, 2017, 12:14:49 AM »
Thank you! And yes, you are correct. But as far as I understand they will have their weapon changed anyways so no biggie :)

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