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1075791 Posts in 44143 Topics- by 36115 Members - Latest Member: Judy14Waller

December 29, 2014, 04:35:12 AM
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341  Player / General / Re: TIGSource Steam Group Invites (Post a LINK to your Steam ID Page!) on: December 12, 2009, 08:30:13 PM
Oh nooou

The TIGSource Steam group is now too big to be seen in the friends list.

Yeah, I know, that is so weak. They could at least show the members who are in game on your list. There are so many litte flaws like that with Steam. And they put out a new update every other day that I have to download. You would think one of those would actually fix something.
342  Player / General / Re: Myers-Briggs on: December 12, 2009, 09:37:48 AM
Ha, I only take quizzes when they are in a magazine that's target audience is middle aged women who wish they were celebrities. And also math quizes. And quizes that tell me which ninja turtle character I would be (and that was only once, a long time ago, and I don't talk about it because it said I was April.)
343  Community / Townhall / Re: flixel v1.40 released on github on: December 11, 2009, 08:02:03 PM
This update will break EVERYTHING!!  It will break all your codes.  None of your codes are safe.  All of the old tutorials are broken now, everything is wrecked

Sounds like you made a lot of great improvments with this one!  Cheesy
344  Player / General / Re: Bennett Foddy's email address on: December 10, 2009, 04:49:06 PM
Bennett is the man.
345  Player / Games / Re: Are creators good at their own games? on: December 10, 2009, 04:16:52 PM
Yes, this always happens to me. The creators just test it way too much and know too much about it. I usually can find parts, when playing games, where the game is suffering from the designer being too good at the game to realize the difficulty.

I'm trying really hard to avoid this in the game i'm currently working on. I try to grab someone near by to test a part of a level out as often as I can.
346  Player / General / Re: How to get banned... on: December 07, 2009, 04:17:16 PM
haha its funny when the new people don't know about the old stuff.
347  Player / General / Re: A Possible Solution to Game Piracy? on: December 07, 2009, 12:42:37 PM
Starve the pirates. They can't continue pirating if nothing new is being made. Everyone would stop making new things for a couple years, one or two decades max, and then all of the pirates would run out of pirating material. This would effectly starve them of pirating long enough until they all die out and pirating is completely wiped off of the face of this planet. Then, we can all slowly go back to making new things and selling them to the remaining trustworthy people and we can all get along and be friends.

The only problem I can see here is what to do with all the bodies of the pirates.

348  Feedback / Playtesting / Re: Anamaton 4 Player Hotseat Action on: December 05, 2009, 02:48:02 PM
Awesome game! Very nice. Played it for a couple hours today with a few of my friends. Here are a few of my thoughts on how it could be improved.

-MUSIC. anything, any kind of music would do. anything that you could grab for free even would help create a better atmosphere for the game. It just felt strange whenever i'm sitting there with a couple other guys when there isn't any shooting going on and it was completely silent. It just took away from the experience with absolutly nothing playing in the background.

-I think that there are a bit too many weapons allowed on the map at once. It seems like they piled up by the weapon spawners. Maybe you could check if there are weapons around the spawners before they create more weapons. That way they would spread out in areas that don't have as many items around them

-Maybe change it so that you don't lose all of your money after each death. Or maybe make it a bit more common, maybe money pickups could spawn randomly at places.

-It might be nice to have a seperate buying station that you could purchase guns with.

-It would be cool to see a stock lives game setting, instead of just playing for kills. Other team matches would be awesome too, like capture the flag or king of the hill or something like that. The team assult setting was a good idea, though since we only had 3 players we had to play 1vs2, but i'm going to try to play some 2vs2 soon.

-It aseemed to end the game as soon as we started with the team assult mode in some levels. I'm guessing not all of them were supported, maybe add an indicator for that in the level selection screen.

-Maybe add the option to enable/disable certain weapons/items.

And my favorite parts about the game:

-The vast number of weapons and items. A lot of them are really original and fun with cool effects.
-Vehicles. Driving robots and airplanes around is just plain awesome.
-The moving levels on the wheels. Caused some very awesome fights and very funny moments.

Overall very awesome and fun game! Great work! This is a game that I'm definitely going to be playing a lot.  Wizard Hand Thumbs Up Right
349  Feedback / DevLogs / Re: Grand Feather on: December 04, 2009, 08:14:29 PM
Thanks!

Just added in the bird's ability to allow the player to dash-jump:

350  Community / Townhall / Re: Let's Talk Game Dev Kitchen: Episode 2 - TNT on: December 04, 2009, 06:54:30 PM
Well make more of them if you have the time, because they are really funny. I was cracking up pretty hard a few times, like the game lord part and the part about the wikipedia page on deer.  Cheesy So good.
351  Community / Townhall / Re: Let's Talk Game Dev Kitchen: Episode 2 - TNT on: December 04, 2009, 05:31:55 PM
hahahah. i liked the video. game looks cool too.
352  Player / General / Re: What is the Cost of a 3D Indie Game? on: December 04, 2009, 12:47:25 PM
I don't like too many 3d games because I don't think games with 3d gameplay work very well on a 2D screen. Well, at least not the established 3d gameplay norms that you find in most games. For example, I hate how in third person games you have to rotate a camera all the time and can only see a portion of what is going on at any time.
353  Feedback / DevLogs / Re: Project PDRPG - an MORPG in the works on: December 02, 2009, 01:04:42 PM

The big idea behind PDRPG is to lower the need of grinding monsters, and bring more of a social way to play the game. Second, the invetory/equipment system will be different from your normal "kill and loot" RPG games. I wish to bring something original(-ish) to the concept of online gaming.


Can you expand on this and give a little bit more detail about how it will differ from current ways games do things? And can you explain how the 'player developed' part of this game will work?
354  Developer / Creative / Re: So what are you working on? on: December 02, 2009, 12:31:35 PM
Awesome! I love the background so much. Nice work, digity dog!  Wizard Hand Thumbs Up Right
355  Feedback / DevLogs / Re: Grand Feather on: November 30, 2009, 06:16:30 PM
Made a timelapse video of me designing a few parts of levels using my level editor.

http://www.youtube.com/watch?v=XIK8O_TJOcM&feature=channel
356  Player / General / Re: UBISOFT® ANNOUNCES PRINCE OF PERSIA: THE FORGOTTEN SANDS on: November 30, 2009, 06:09:48 PM
The artwork for the new Prince of Persia was awesome, but I thought the gameplay was kind of weak. And by 'kind of weak' I mean terrible.
357  Developer / Art / Re: show us some of your pixel work on: November 29, 2009, 11:44:07 AM
Here is some stuff from a game I have slowly been working on:










Woah, this looks really cool!   Wizard Hand Thumbs Up Right
358  Player / General / Re: FAIL (new game maker logo, ugh) on: November 29, 2009, 09:35:03 AM
This thread reminds me of a slightly modified ancient quote my grand father told me on his death bed: "It's not the logo of your tool that matters, but the logo of your heart."

Now I think we all have a thing or two to learn here. Except for me because I program in c++.
359  Developer / Technical / Re: Making A Font [tutorial] on: November 19, 2009, 09:27:49 AM
Yeah, the characters are on equally spaced tiles, and it starts from the right side to find the first instance of a non-transparent pixel so it doesn't have to deal with the breaks in pixels for certain characters. It does waste a little bit of extra space in the image, but  each tile is only 16x16 so they aren't wasting too many pixels anyway. Also, in my case i'm just using it for dialog in my game so I pretty much am only using the letters numbers and necessary puncuation marks.
360  Developer / Art / Re: Tigsource draws themes (Super Hero in different era) on: November 18, 2009, 08:34:44 PM
Pre-Evolution Captain America
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