Jep, Risk of Rain update 1.2.1 was just put on Steam which added Linux and Mac support.
http://riskofraingame.com/risk-of-rain-patch-v1-2-1/
They spent the last several months to port their game from Game Maker 8 to Game Maker Studio, which they just finished like a week ago. Perfect timing for Humble Indie Bundle 13 I guess.
The previous announcement for the upcoming update mentioned they're upgrading the engine, with the notable note of "Better performance (MUCH better. Actually-runs-the-final-level-at-60-fps better.)"
http://riskofraingame.com/blog-61714/ For the rest of that post.
About a month ago, the devs posted on their website that although they've been busy with university and such, there is a new patch available through Steam's beta program.
It seems like it's just bug fixes and optimizations at the moment, but it shows they still are dedicated to the game.
Disclaimer: IANA Game Developer. A hobbyist, at best. But I also speak as a designer.
Pixel art is- surprise, just that- quite an art. Applying a mosaic filter to higher resolution assets shows, and often doesn't look good at all. The biggest problem modern developers have when going for that coveted 'retro look' is assuming blocky graphics = pixel art. Metal Slug sprites are gorgeous pieces of art that took a lot of expertise. There are many, many secrets to drawing something so tiny and making it look legible. I don't know those secrets. :( But I can share more about pixel art.
Most pixel art is scaled up 1x, 2x, or sometimes even 3x. Those Metal Slug sprites you shared are often either viewed on a low res screen, where a lower resolution makes the sprites show up larger (like on a MAME arcade screen), or blown up. Risk of Rain does this- you can choose to play the game at 1x, 2x, or 3x.
I guess what I'm trying to say is, you should start to examine how other pixel art is made, and it looks like you've started there. Sprites are the traditional way to go. No matter what you use, you need to stay consistent: You should only have one measurement that is 'one pixel,' one unit. Even if it means drawing a game window at 320x240 and upscaling it to, say, 640x480.
I'd suggest spending some time at 1600% zoom, figuring out how to draw legible lines (hint: you probably should never work at over a 1px pencil brush/line tool unless you're filling something in/drawing large lines) and using scale with the nearest neighbor/none option (Or else you will get fuzzy scaling) to see how your pixel art looks scaled up. You could also go for a style like kenney, but that might take a more sophisticated graphics package/a lot of brush and eraser tool.
Anyways... Hope that helped somewhat!
I've been addicted to Risk of Rainrecently. It's an action-platformer with rogue-like elements, has over 100 unique items, and has a binding of isaac feel. It has hat "Just one more Run!" feeling, where after you die you tell yourself that you can fit in just one more run. I've had runs which lasted a few minutes, and I've had other runs last up to forty minutes. Honestly, I'd say it ranks up there with Binding of Isaac and FTL for me. Fantastic game, and I'd highly recommend taking a look. http://riskofraingame.com/
This is, by far and large, the biggest issue I take with the gaming press.
They'll run a fucking dozen stories and follow up's on the latest game-breaking exploit in a game like Destiny that they themselves critically panned, but won't even bother with a fucking weekly roundup of promising indie titles.
Like, do you get that? Do you realize that a site as massive and fast-paced as fucking Kotaku doesn't even have a fucking weekly roundup or any recurring write up of up-and-coming indie titles? For fucks sake, you could get a ~~slave~~ intern to do a breakdown of the most popular TiGsource threads over their lunch break and accomplish more for the indie scene than those jokers.
And it's not like Kotaku is alone in this, most of the big name sites don't give a shit. RPS even ended up retiring their indie column.
This is why there is no love lost on the games press by indie developers outside the "clique" that get reviewed regardless how shitty their games are.
You want proof of this in action? Let's take a look at motherfucking Risk of Rain. This game is an indie success story both critically and financially, its a testament to what a 1-2 man team can do with a development tool like Game Maker. It's been talked about in indie circles to death.
Would you like to know how many times Kotaku even mentioned it? Take a look for yourself, you can scan these 2 pages of search results pretty quickly.
In case you don't feel like looking I'll speed things up for you: They didn't.
In summation: As everyone already knows, the quality of your indie game has next to nothing to do with it's chances of getting mentioned in the major press circuit. Rather, the clique you hang out with and the color of your hair are the biggest contributors.
The huge problem with RoR right now is that it was created in GameMaker 8. GameMaker Studio, the most recent version, is much much more efficient. Hopoo is currently having RoR ported to Studio; when that finishes, there will be an update pushed out. There is also a chance that it'll become available on Mac and Linux (cross-platform multiplayer is iffy). Anyway, GameMaker Studio should allow your clearly decent PC to play through an entire game at 60 FPS. There's an article on the blog, here http://riskofraingame.com/blog-61714/
This is actually because of RoR pushing the limits of the version of GameMaker it was made with. The devs just announced they're porting it over to GMS, which should net a big performance boost among other things.
<em>Eldritch</em> is a good first person procedural death labyrinth with an emphasis on stealth.
<em>Hammerwatch</em> and <em>Risk of Rain</em> have 4 player co-op.
If you're doing local multiplayer, I would check out Hard Lander. Best played on a big screen too. SUPER fun local multiplayer game. Lots of yelling and expletives will be had. It's hard, but tons of fun.
Another good local multiplayer game would be Risk of Rain. Lots of variety as you keep playing. Fun strategies emerge when playing with multiple people. Great local multiplayer game.
I like linux mostly because it is free, I really love getting new software updates, and I like the philosophy behind it.
Thanks, I read in the Risk of Rain faq that they were planning on supporting Mac/Linux if things worked out, and I just wanted to make this post to remind the developers that there are linux gamers like me that really want to buy and support the game if it supports linux. :D
Because League's gameplay is continuously interesting.
There is this indie platformer called Risk of Rain and it is one my favorite games of all time. You acquire items throughout the game that allow you to gain different abilities and stats—the system is extremely flexible and coupled with the 12 playable characters, you can come up with hundreds of builds and play styles. (It's also insanely challenging.)
League is very similar in that there is a huge variety of ways you can go about playing this game, several folds more so than the indie game above, especially with 140+ champions and periodically updated contents.
In essence, League itself is just an excellent game and the multiplayer aspect is just the cherry on top.
No real Vita news. According to their website their priority was porting it to Mac and Linux, which they finished a few days ago. I assume this means that they can now focus all their attention on the Playstation ecosystem.
They update sporadically on their website: http://riskofraingame.com
I think it is personal preference, really, not just nostalgia. Some newer games look pretty good with scanlines. I think it adds an old-school aesthetic, but I wouldn't say that it makes them better or worse. There are a lot of games being released today that are marketed as pixel shooters or retro platformers. There may be some games that are marketed in this way for nostalgia purposes, but I think at this point it has more to do with art direction than playing on the consumer's sentimentality for old games. For instance, Risk of Rain has a very lo-fi art style with big pixels, but it is unlike older games in many other ways, and it could have just as easily been made with more realistic graphics. I think there is something about how you use your mind to fill in the gaps that are left in the lower resolution graphics that appeal to some people.
Plays - Risk Of Rain. Risk of Rain is a amazingly fun and challenging game. its a rouge like that will keep you on your feet and yelling through the whole thing. Its one of those games that likes to through enemies at you... by the hundreds :D
>Risk of Rain is an action platformer/adventure game with randomized elements - Risk Of Rain Website
Not since they upgraded to the latest version of the GameMaker engine and got a big performance boost. That was in October 2014, concurrent with the Linux/Mac release.
You can also opt into the beta on Steam, which contains "small optimization additions": http://riskofraingame.com/blog-22015-test-version-1-2-5-on-steam
Have you tried verifying the integrity of the game cache?
You could also try out the current beta build
Blog probably has the most concrete information you're looking for.
It's safe to assume they are working hard on the port right now based on the timeline. I don't have any idea how long games of this nature take to port, but my guess would be sometime during summer. Also, it's probably a big enough release to get some promotion from Sony. I would imagine it might be grouped with the Buy 2 Get $X Back, Buy 3 Get $Y Back, Buy All Get $Z Back promotion they usually do.
TLDR; Update PC version (~1 month starting mid-June 2014), launch Mac/Linux Version (last major update mid-November 2014), get game ready for PlayStation platforms.
I think RoR will get some more attention once they finally release the artifact system they told us that would be given when we hit the stretch-goal in the Kickstarter. However, their most recent blog post was in January (regarding the artifact system). It's pretty much been silence from the devs for these two months, so I'm not sure if it's even going to come out soon.
Here's the link to the website.
I've played quite a bit, and I like it a lot. Very difficult yet rewarding.
Watch some videos on YouTube as well to get a good feel for the game. Bisnap has a pretty informative series on it.
I finished the rogue-like shooter-platformer "Risk of Rain" recently, wonderful game... I have been playing build 1.2.4, which the developer apologised for, claiming it was insanely difficult compared to recent builds...
It took me a year of attempts, and managed to get the perfect load-out of pick-ups and weapons to beat the final boss (which is the equivalent of 10 difficult bosses in one)...
I sent an email to the developer, who was the only person on the planet I could think of, that would understand my achievement...
Still waiting for a reply :-(
EDIT: For those interested... Risk of Rain for Mac/PC/Linux (and now on PS4/Vita)
EDIT: my old 8GB Acer Aspire 4752 had HD 3000 graphics, and they were fine for day-to-day stuff... It actually ran Psychonauts with most settings enabled at 1366x768 at a playable framerate (under Linux).
hi corpnewt, I have 3 fully working hackintoshes at the moment (I am having issues with shutdown on my laptop all of a sudden - still need to check if I need to repatch my DSDT.aml file, or re-enable AICPM patch).
One Core-2-Duo Socket 775 Gigabyte desktop (only two DDR2 RAM slots), so only 4GB RAM and a GT220.
HP Pavilion 15-p011tx laptop, 8GB RAM + Intel HD 4400 Graphics...
Main desktop PC, Gigabyte B75M-D3H 16GB DDR3, GTX 670 2GB, SSD + HDDs, 24" Benq monitor via HDMI... BluRay burner... etc.
UPDATE: Finished Risk of Rain for the first time last night as Commando... 30min to reach the final boss (4 stages), 30min to kill the final boss (1 stage) :-/
Consider buying games you want on steam through steam or directly from the game's official page. Sometimes the game is cheaper on the webpage vs Steam. G2A might as well be buying pirated games most of the time.
The Risk of Rain patch added Cloud saving and fixed some bugs: http://riskofraingame.com .
The To the Moon update was a language patch: http://steamcommunity.com/app/206440/discussions/0/611702631222063148/
Check a game's forum on Steam when you see an odd update; someone almost always starts a thread asking about it.
EDIT: Mybad, It seems i have misinterpreted things
Correct TL;DR:
Guys who made the game: Very busy in last year of Uni, don't have much time to work on RoR, but they still are.
Beta!?: The guys are making bits of progress, but not enough to be considered an 'update', so they're making them available in beta releases.
They also want feedback on the patched things either here on the subreddit, or on their forum post.
I'm pretty sure that is all fixed now. Here's a quote direct from their web site.
Risk of Rain Patch v1.2.3
November 18, 2014 in Featured, Media, News, Uncategorized Gameplay
Bug Fixes
I wish I knew. I've only had the game for about a month now and I'm unfamiliar with how consecutive updates are.
If it helps any, you can go to the website and try to find a pattern in updates.
Have you tried One Way Heroics or Risk of Rain? One Way Heroics has the some similarities of Rogue Legacy where you earn experience points which you can put back into unlocking stuff (new classes, skills and expand your vault) when you die. There's also coming a pretty big DLC to the game within a few months, it's just been released to beta testers in Japan.
In Risk of Rain you can also unlock new classes and items as you play. It has online multiplayer support and it's also getting a pretty big update within two/three weeks (Linux support, the game has been migrated to a newer and better game engine and, new items and also at least two new classes).
I think that it's some kind of area defense system, like a stationary Tesla coil. It's because you can see near the end of the gif here that lighting is shocking the enemies.
Right now they are in the process of porting the game from GameMaker 8 to GameMaker Studio. We might see some of those bugs fixed finally (and new ones appear.. of course).
Risk of Rain is a rogue-like action platformer with an electronic soundtrack that is just incredible. My favorite track is Chanson d'Automne, but the whole soundtrack is brilliant.
Runner up to Bastion, of course.
PC. Not super trippy, but I like risk of rain!. It's a challenging platformer with amazing music that gets harder as the game progresses. Even though it's tough, I find it super relaxing.
The most recent thing on Mac release I could find was on the FAQ page of the website http://riskofraingame.com/faq/ > Will this be released on Mac at any point?
>While Mac and Linux was planned, GM:S has proven to have some issues in converting our files. If we resolve the problem we would love to be able to provide Mac and Linux support.
But you probably already knew about this
It would be great, but seems like it'll be some time now, if ever.
They've got an entry on the FAQ about it. It's just a bummer that so many games made with gamemaker run into problems targeting Linux.