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743
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Player / General / Re: Research Request
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on: November 12, 2008, 09:25:02 PM
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i played no town games in diablo I, sometimes zoomed in and with lowest brightness if i was feeling really hardcore.
in einhander, squares awesome horizontal shooter one of the ships had a particularly agile 'hand' that was normally used to grab dislodged weapons but could also be used to absorb enemy bullets. my friends and i developed the monk, or ahimsa style of gameplay in where we would try and progress as far through the game as possible without killing any enemies (bosses excluded). the ahimsa style works with a lot of different games.
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748
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Developer / Art / Re: show us some of your pixel work
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on: November 10, 2008, 06:01:52 PM
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the red one is the pansy. the purple one is the exuberant leader.
ya, fifth, i definitely see what youre talking about. my hope is that it will workout in the midst of the rest of the game. none of the other eye positions that i tried captured the feeling i wanted to portray.
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755
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Player / General / Re: Different favicons for TIGF, TIGS, and TIGdb
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on: November 08, 2008, 07:03:03 PM
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good question. i guess in my opinion i think it would be cool to have corresponding colors. but i think we can come up with something with out treading on dereks design toes. maybe the colors agj used are good. color coordination is a really good technique, but maybe there are others. can they be animated?
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756
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Developer / Creative / Re: So what are you working on?
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on: November 08, 2008, 08:31:14 AM
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Today I made a little enemy with a shield that reflects your lasers back at you.  If you get a laser bouncing between two two of them, you can play jump rope... with lasers.  So far I like the reflection, but I don't know if it fits in this game. My main issue is finding a fun way to kill an enemy that reflects your weapon back at you. Right now you have to shoot it from behind, but that feels kind of iffy. i really like that enemy design
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