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401
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Player / General / Re: Judge Mathis to Make Rape Sim Game
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on: April 17, 2009, 06:59:36 PM
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they are teaming up to make a game for PC, PS3 and Xbox 360 What, no Wii? I don't think any sane person would like to play this with motion controls. What if there was a multiplayer mode...?l ... 
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404
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Feedback / Playtesting / Re: In 60 Seconds
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on: April 16, 2009, 08:22:16 AM
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I got an A rank, 'cuz I'm such a cool dude.  Or, more accurately, my computer started slowing down and the beginning section was a lot easier when everything's in slow motion. Really cool game. Testing and balancing it must have been hard.
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405
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Player / General / Re: BAN SUPER JOE?
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on: April 15, 2009, 11:19:05 AM
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If Super Joe is banned, one of two things will happen. Either the ban function simply won't work, and no matter how the mods try Super Joe will always be there, or Super Joe will take down all of TIGS with him, and utterly annihalate the servers WITH ONLY HIS FISTS 
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407
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Community / Townhall / Re: All Of Our Friends Are Dead
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on: April 15, 2009, 05:52:06 AM
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This is in Game Maker, right?
Did you turn off the default loading progress bar, or is something up with my computer? When I start it, nothing happens at all, and I'm not sure if I should be waiting longer or trying another computer.
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410
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Community / Townhall / Re: Post games you want to see on TIGSource!
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on: April 14, 2009, 10:43:27 AM
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Has FrontLine really never been featured on TIGSource?  I found out about FrontLine from this post by the Metanet guys. It's sort of a combination of Abuse and Time Crisis, and the end result is a wonderful, highly addictive game. The game is simple, consisting of you walking across the battlefield with a small arsenal, fighting off swarms of other soldiers. You can't jump or crouch, but you have a shield that you can use to block bullets. You have a variety of weapons, all of which, excluding the pistol, require that you spend your points to buy ammo for them. The game encourages you to press ahead, as you gain points for going forward, and every 100 meters a health pick-up is parachuted down to you. Being successful requires a delicate balancing act of having enough munitions to be prepared for anything while not buying so much that you never use it and waste your points, knowing which weapon would be most effective in your current situation, being able to kill quickly and accurately while also knowing what time would be best to pull out your shield and hide a bit, and moving ahead enough to be able to get the health without being reckless and dying in your mad rush. Graphics aren't much, but they're nicely animated and aren't distracting, so they fit the game perfectly. There's no music, except a cheesy little MIDI for the title screen, but the sound is nicely atmospheric, with gunfire and mortars going off in the background. Each gun has it's own unique sound, useful when you can't really focus on what each enemy is carrying. The game has some really awesome moments like when you're nearly-dead, and trying holding your position for just a few more seconds while you desperately hope that the health pickup will get to you before the thickening hordes on every side of you do. It's a great game to play for a quick shooter fix, and is good for playing in both short and long increments. Truly a freeware classic. Alternate Mirror for those of you who are frightened by Vector
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411
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Developer / Design / Re: Open discussion: free flight in a platformer game
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on: April 13, 2009, 08:15:05 PM
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The problem with truly free flight is that it sort of cancels it's platformer status.
To keep the whole platformer idea of negotiating terrain, you could have your game be about your free flying character helping out another, more limited character? Maybe make some sort of important relationship between the two, like the grounded character having useful weaponry for fighting off monsters you wouldn't be able to on your own?
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412
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Feedback / Playtesting / Re: Judith [Finished]
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on: April 12, 2009, 08:12:18 PM
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Really cool and atmospheric.
Movement was weird, though. Kind of felt myself wanting to know more, but I suppose that's the point.
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415
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Developer / Creative / Re: Today I created...
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on: April 11, 2009, 07:30:13 PM
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today i worked on a game i started a day or two ago It's really cool! The demons take a bit long to kill. It'd be neat if you could stand on your projectile things. It'd also be really cool if the damage done increased exponentially based on how many are detonating at once. It would add a lot if you had to try and stick as many bullets into the enemy/ground as possible before you set it off.
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416
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Feedback / Playtesting / Re: Judith
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on: April 10, 2009, 10:40:02 AM
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We're both making a big, final push to finish Judith this weekend! Give out to us if we don't!  That's awesome! I can't wait to play it, it looks intriguingly creepy! You are the SUPER INDIE!
 HUZZAH 
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417
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Feedback / DevLogs / Re: Hijacker
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on: April 10, 2009, 06:32:11 AM
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In the video I notice you died when you landed on the tanks. Does that mean you can't hijack them?  I'd understand not being able to hijack bosses, but it'd be neat if you could hijack most anything else. Maybe bosses are hijackable, but you'd have to hit a certain spot and they've got so many bullets and other things flying around that it's near impossible to do? Otherwise, it looks pretty awesome.
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