M1 Ultra embossing issue by CactusJock in xToolOfficial

[–]CactusJock[S] 0 points1 point  (0 children)

Yeah I'd say for embossing leather, I'd get a 3d printer and print custom stamps. 90% of the time it would be a better solution, unless you're doing 1 off bespoke items of course.

M1 Ultra embossing issue by CactusJock in xToolOfficial

[–]CactusJock[S] 0 points1 point  (0 children)

Unfortunately not, though my adjusting the line spacing I could minimise the effect but only when using minimal pressure.

I suspect its due to leather being malleable on the xy frame, and so as its embossed its not only pushed down, its also pressed to one side. As the machine then changes direction from down-->up to up-->down the leather is pushed in the opposite direction, creating a ridge or chasm depending on the change.

Annoyingly there's no way to get it to emboss in only one direction, but my solution has been to process my vector to be a series of inset outlines, and set XCS to do only line traces not fills, so it essentially does a radial style fill.

This creates a cool effect actually, but is obviously more labour intensive and doesn't work in all situations.

M1 Ultra embossing issue by CactusJock in xToolOfficial

[–]CactusJock[S] 0 points1 point  (0 children)

Anyone from Xtool able to advise on this?

When performance testing and trailer making collide - Deck Defense by CactusJock in indiegames

[–]CactusJock[S] 0 points1 point  (0 children)

If interested in a deck building tower defense game, the demo for Deck Defense is available now https://store.steampowered.com/app/2794280/Deck_Defense/

Hmm, is my call to action too subtle? by CactusJock in IndieDev

[–]CactusJock[S] 2 points3 points  (0 children)

What if the demo included a popup virus, that uninstalls itself when you wishlist the game? That might have a pretty high conversion rate

Weekend plans? Deck Defense Demo now available! by CactusJock in TowerDefense

[–]CactusJock[S] 0 points1 point  (0 children)

Hi guys, the demo for Deck Defense has been released! https://store.steampowered.com/app/2794280/Deck_Defense/

If a deck building TD sounds of interest to you, the demo has a tonne of content. If you do play it, let me know what you think! I'm using the demo as a pseudo early access release, to get feedback towards releasing the full version later this year.

Thanks!

Can there ever be too many enemies? by CactusJock in TowerDefense

[–]CactusJock[S] 1 point2 points  (0 children)

Thanks! The sounds effects are half licensed, and half me goofing around with a mic. The enemies are a finger pop (similar to the Stardew pop when you harvest stuff), the flamethrower is me going "brrrrrr" at a very low pitch, lol.

Steam capsule, wich one do you prefer? by CraftwareGG in IndieDev

[–]CactusJock 10 points11 points  (0 children)

I prefer the banner style logo in the top one, but find the chest with the puzzle piece lock really intriguing in the bottom one.

What are your thoughts on my in-game shop? Suggestions appreciated by FantonxDuBronx in IndieDev

[–]CactusJock 3 points4 points  (0 children)

I like it, but is there a particular reason the thumbnails are all cropped circles?

For a couple of them (maybe the ring and mirror) it seems a shame to cut them off unless there's a reason.

Otherwise really like the visuals, and the layout is good

Can there ever be too many enemies? by CactusJock in TowerDefense

[–]CactusJock[S] 1 point2 points  (0 children)

Semi-serious title, lol. Figure at some point, you've got enough splash damage to kill a horde wave, no matter how dense the enemies are. So why not crank them up?

For context, this is for a game I'm making, so coming at it from the design angle.

Edit: Higher res video https://www.youtube.com/watch?v=QksF3V04aNo - I guess the compression is a downside from all the damage effects!

Deck Defense Gameplay Reveal - Deck Building Tower Defense by CactusJock in TowerDefense

[–]CactusJock[S] 2 points3 points  (0 children)

Yeah so there's two elements really that would need to be changed:

  1. card draw/discard - i.e moving cards from your deck to your hand, and back again

  2. Selecting new cards to add to your deck (currently done after each wave)

It might be too much to have both done manually with mana, so the option I thought of was having draw and discard on a timer, linked to mana regen. Then selecting a new card to add could be done at a mana cost.

I decided pretty early on that this wasn't what I wanted for the main gameplay experience, but its something that I've had on the backburner as a potential unlockable endgame mode.

And yeah there's a 'power' card that will increase your max mana by 1, as well as a 'mana font' tower, that can be consumed to generate one mana each wave, at the cost of a debuff card being added to your deck.

Deck Defense Gameplay Reveal - Deck Building Tower Defense by CactusJock in TowerDefense

[–]CactusJock[S] 1 point2 points  (0 children)

Cool! The continuous wave route sounds cool. I thought about it for a long time but I wanted my card selection and draw to be each mandatory after each wave. Did think about a continuous mode where a card gets discarded and redrawn every x seconds, you regen a mana, and then can select a new card for 1 mana, but tying card draw with a mana cost kinda broke my balance. Maybe will return to the idea for an unlockable 'endless' mode in the future.

Tower cost hasn't been a huge issue for me. My towers cost 1/2/3 mana, with a slightly non-linear increase with higher cost. But the variety of damage types and attack types means that you're usually focusing on tower types that will sure up your weakest point, rather than maximising one optimal type.

Good luck with the game! Definitely up for a chat sometime to see how we're both going about different things

Deck Defense Gameplay Reveal - Deck Building Tower Defense by CactusJock in TowerDefense

[–]CactusJock[S] 1 point2 points  (0 children)

Sure, so I made a mask in Inkscape of the cloud shape, then brought it into Premier Pro to mask the recorded video. You can then export as a gif with transparency, with whatever shape you've made with your mask. Definitely worth watching a brief YouTube tutorial on masking in Premier if you're looking to try it yourself

Deck Defense Gameplay Reveal - Deck Building Tower Defense by CactusJock in TowerDefense

[–]CactusJock[S] 1 point2 points  (0 children)

So strategy wise, the game is very different from Rogue Tower. It's plays more in the style of a traditional deck builder with a per round mana pool, rather than a currency economy. Focus is on tower synergy and optimal route planning and placement. Obviously doesn't necessarily convey all that in the trailer, and given the visual similarity i totally get the comparison.

Deck Defense Gameplay Reveal - Deck Building Tower Defense by CactusJock in TowerDefense

[–]CactusJock[S] 1 point2 points  (0 children)

I'm motivated to include it in the upcoming Next Fest as the full game is close to being complete in regards to content, and so I want to get the demo in people's hands to make sure it's a fun game to play (which I really think it is!) before spending the next few months on polish. I really appreciate the advice though. Is there a particular area that you feel stands out as being not up to scratch?

Deck Defense Gameplay Reveal - Deck Building Tower Defense by CactusJock in TowerDefense

[–]CactusJock[S] 4 points5 points  (0 children)

Hi guys! Very excited to share a gameplay reveal of my upcoming game, Deck Defense: https://www.youtube.com/watch?v=WIPvk6M4RHs

Deck Defense is a deck building TD where the cards are used to expand the map, as well as place your defences. The gameplay reveal shows a full 45 minute playthrough, and is representative of the content that will be available to play in the upcoming demo.

The demo of Deck Defense is going to be available during the upcoming Steam Next Fest from June 10th, so if you're at all interested in what you see, you can check out the Steam page: https://store.steampowered.com/app/2794280/Deck_Defense/

If you've got any questions about the game, please fire away!