Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1038114 Posts in 41949 Topics- by 33561 Members - Latest Member: pixelone

September 01, 2014, 03:31:51 PM
  Show Posts
Pages: [1] 2 3 ... 5
1  Community / Versus / Re: 0Space [Finished] on: April 01, 2011, 02:12:22 AM
Applause!   Hand Clap Smiley
2  Community / Versus / Re: a cure for friendship [SORT OF FINISHED] on: March 26, 2011, 09:30:53 AM
Hey, thanks for the feedback, guys. Please, take this as a quick prototype, or a sketch If you prefer. If I ever did a sequel or a rewrite (which is highly unlikely), It'd probably be very different. It's great to see comments and suggestions popping out though. I am by no means a game developer, so they're always interesting and much appreciated.

Let's see. I'll do my best to explain with my poor english.

First of all. Let me say I'm happy to see people disliked the game and the situations depicted in there. "A cure for friendship" is intended to be an uncomfortable game. Uncomfortable to look at and uncomfortable to play (I mean, physically uncomfortable). So I'm glad to see people found It disturbing (indeed, It is), or even became frustrated and quit playing.

Quote
What if the game was about the choice: do I shock the other player or not? If the players had some incentive to not press the button, it might make things more interesting.

Actually, you can decide not to shock the other player at all (you'll even unlock an achievement). The game doesn't care who shocks who. As long as you wait for 25 rounds you'll get to the end. All you have to do is press "next" 25 times. (Someone pointed 25 rounds is too much and I agree. My fault. It'd be much better if the game was shorter).

Quote
Idea 1 & Idea 2

That's some interesting mechanics you've got there and these would make for a better gaming experience, for sure. Like you said, the trickiest part is rewards. Do you really want to reward players for shocking each other? If you introduce rewards, you're giving players more gameplay (which is good), but you're also introducing a reason to "hurt" each other.

In "a cure for friendship" there's boss fights (against a CPU controlled enemy) and also an achievement based on mutual shocking (I shock you but you have to shock me in return, which is more or less fair).

But those are intended to be collaborative mechanics.

Remember the prompt screen, when you quit playing? "Good friends game together to death". See "A cure for friendship" fails at being a good game for It's lack of mechanics or strategy but also fails at being a Versus game because It's collaborative. It's always been intended to be a coop game in disguise.

I'm not sure I was succesful to make players notice, but that was the reason behind the game, all the time. No matter how harsh and disturbing It is, you have to play together, not against each other.

Wow. Long post. Thanks a lot to those who played and sorry to put you through this. You're brave guys and gals!  Coffee


 
3  Community / Versus / Re: VOTING on: March 17, 2011, 02:45:27 PM
It's done. I casted my votes.

Also, I wanted to congratulate everybody who took part in the challenge, whether they finished or not. I had a lot of fun playing all the different entries. Thanks for making cool games and thanks for sharing them with us.

See you around.
4  Community / Versus / Re: a cure for friendship [SORT OF FINISHED] on: March 02, 2011, 07:30:16 AM
Quote
we didn't know there was more to it so we stopped...

Yeah, maybe you're right. I thought of leaving the 'objective' texts written on the different unlockables, so players knew what to do, but at the same time, I didn't want to spoil them.

However I'm still glad you played and enjoyed a couple of rounds. Thanks for your comment and the input. It's much appreciated.
5  Community / Versus / Re: Post Finished Entries Here! on: February 19, 2011, 07:41:31 AM
<div style="padding: 5px; padding-bottom: 0; float: left"><img src="http://img703.imageshack.us/i/acure.png/" width="300" height="200" /><p style="margin-top: 0"><a href="http://forums.tigsource.com/index.php?topic=17621.0">A Cure for Friendship</a>, by Pencil in Pain</p>
</div>




a cure for friendship, by Pencil in Pain
6  Community / Versus / Re: a cure for friendship on: February 09, 2011, 01:22:02 PM

Hand Point Righthttp://www.mediafire.com/?zftulv4tsa6hqtc

I just edited the first post with the newest build and some eyecandy. I'm calling this pretty much done. However, I'd still prefer to wait for a couple of days before posting in the finished entries thread (just in case some weird bug pops out or I decide to make some late changes).

Very simple game here. I guess It's more of a toy than anything else. I know the setting is kind of disturbing, but also wanted to mention the game never rewards players for electrocuting each other. You can easily get to the end of the game without harming your opponent at all.

Besides, this latest version includes:

- Added a randomly triggered boss encounter
- Added Reetva's second music loop for boss fights
- Added an ending
- Corrected a couple typos
- Added three new unlockables:
   - Tesla Coil (Play 20+ games in a row)
   - Mousetrap (Defeat the boss)
   - D&Diagnosis (Play 15+ games in a row)
   - Doc is your friend (Play 25 games in a row and finish the game)

Enjoy! My Word!

7  Community / Versus / Re: a cure for friendship on: February 08, 2011, 12:58:00 PM
I am just going to leave this here.  Perhaps to be used when one or each player is at low health?

Fantastic! This one is even better than the first one. The game includes a randomly triggered boss fight and an ending now. I think this tune will fit them perfectly. Thanks a lot for your help. It's much appreciated.
8  Community / Versus / Re: a cure for friendship on: February 07, 2011, 02:11:30 PM


 Well, hello there!
9  Community / Versus / Re: a cure for friendship on: February 03, 2011, 11:24:45 AM
Updated the first post with a new build. There's a couple new tweaks and a small unlockables system. Hopefully that will add some meat to the whole thing:

- Changed the control scheme
- Added Reetva's fantastic loop and a couple extra sound effects
- Added a time limit of 1:00 for matches
- Fixed the unlikely case of a tie
- Added unlockables screen and 4 unlockables.

   -"Ice Level" (Play 5 games in a row)
   -"Casual Fridays" (Play 10 games in a row)
   -"Golden Heart" (Don't do anything)
   -"Yeah, me too" (Both players got vultures, at least 1 time)

Quote
I couldn't get the PLUS key to work.

Damn numpad. It should work now.

Quote
I made you a (very) short loop you could use

Whoohhoo! Thank you very much, Reetva! I already included It in the latest build.

Quote
You should have different Wario-Ware style minigames

Yeah, the collection of minigames was the original idea. That'd be great but I don't think I have the time, so I'm concentrating on this one for now.

Quote
How about placing the discharge buttons on the opposite side of the keyboard from the charge button.

Hmmm... that could be either a lot of fun or a total mess. I'll give It a try though.

Thank you very much for your input, guys!



10  Community / Versus / a cure for friendship [SORT OF FINISHED] on: February 02, 2011, 01:23:11 PM
"Good friends game together, to death"






OK, I had this stupid idea for a shock therapy game, so I put together "a cure for friendship", an unispired button masher and tendinitis strengthener.

How to play?

Two players in one keyboard. Fill your electricity gauge as fast as you can. Once at full capacity, you can unleash a therapeutic shock discharge on your opponent. Be super quick on your charging for a combo.

Player 1 charges his gauge with "Q" and throws discharges with "W"
Player 2 charges his gauge with "O" and throws discharges with "P"

The first player to deplete his opponent's affection bar, wins.

How can I help?

See, We know there isn't a lot of gamplay here. The game is pretty much done, but We'd love to listen to your suggestions on how to expand the concept or make It more interesting.

Did you find a typo? Do you think some text could be rephrased? Tell us.

Also, if you feel like contributing some music, you're welcome to do so. Have a couple loops there We could use? 8bit comedy style music prefered, but hey, never look a gift horse in the mouth. Credit granted. (Reetva already made a nice loop for us)

Where to download? (Updated 09/02/2011)

HRRRRRR: http://www.mediafire.com/?zftulv4tsa6hqtc
11  Feedback / Playtesting / Re: Devastated (version 0.2.1) on: January 16, 2011, 02:17:02 AM
What? It's over? That's not fair. I was having an awesome time! Really promising game. I just finished the beta and can't wait for a new version.

Here's some ideas. Take what you like, ignore what you don't:

-> I second It'd be cool to have some more variety, or landmarks, in the maps. It'd be nice to be able to differentiate towns at first sight.

-> That weird flicker while reading messages is annoying. You get used to It eventually, but if you could get rid of It, that'd be great.  

-> The minimalistic graphics are fantastic, but I had some problems to distinguish some objects from the background. The first time I got to a train station I didn't notice the train in there until It moved. Same for the projectiles of the tank or the computers in towns. Maybe you could try a different combination of colors?

-> Near the end of the game, I had to talk to a questgiver called James (before I could go down the fortified tower to fight the tank). However, James didn't have an exclamation sign on top of his head. That got me disoriented for a moment, since I thought there were no quests left in the game.

-> I'd try to find a way to call player's attention to that nice scene where you talk to a woman about some bad news. It's easy to miss that cool bit.

-> Also, when I walk into the mines, in the darkness, I hear a shotgun sound effect playing there. Am I missing something?

-> Some might say the game is too easy, but I enjoyed the difficulty level. I was never frustrated and It was the variety of the quests that kept my interest all the time.

So, keep It up. The new screenshots look great. We'll be looking forward to a new release  Coffee
12  Feedback / Playtesting / Re: Spelunky v1.1 (and Source)! on: September 24, 2010, 10:15:53 AM
Hey, thanks iffi. I see. In that case, I better not mess with my registry.
13  Feedback / Playtesting / Re: Spelunky v1.1 (and Source)! on: September 20, 2010, 12:21:41 PM
Maybe there can be a Spelunka (female Spelunky) that you can choose to play as, where you can save damsmen in distress? Well, hello there!

Yeah, I second that. We want an unlockable Lilly Croft.

I've been playing a lot of Spelunky this summer and I'm still having a lot of fun with It, but I was wondering ¿where does the game store save data? Is there a way I can keep and transport a savegame without copying the entire game folder?

14  Player / Games / Re: Desktop Dungeons Tileset Sharing! on: June 22, 2010, 02:13:40 PM
I just found a minute to update my old tileset for the new v1.14. Lots of tweaking and a new band of heroes, so go grab It here:

http://pencilinpain.deviantart.com/art/Desktop-Dungeon-Strain-tiles-158174283



Also, those R-Type tiles were insanely cool. Awesome!
15  Player / Games / Re: Desktop Dungeons Tileset Sharing! on: March 25, 2010, 02:33:03 AM
Gameboy themed tileset.
Because I miss the days when video games DESTROYED your vision.

That's awesome!  Smiley
Pages: [1] 2 3 ... 5
Theme orange-lt created by panic