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878161 Posts in 32909 Topics- by 24328 Members - Latest Member: Pl4n3

May 21, 2013, 09:58:37 AM
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1  Developer / Feedback / Re: Judith [Finished] on: April 13, 2009, 03:23:02 PM
well im not sure how its completely flawed, but in the context of this game i dont think it would work well.  This isnt a game about strafing around and ducking around corners and dodging bullets.
2  Developer / Art / Re: show us some of your pixel work on: April 13, 2009, 01:50:55 PM

ahhh corpus i love it looks great!!!
3  Developer / Art / Re: Art on: April 13, 2009, 01:46:12 PM
First, there are two skulls that strike me as kinda copypasted, which sucks a bit if you stare at the image too intensely.
Ahh im sorry im lazy... i  realized it only after i had merged a bunch of thigns and it would be tricky to change..
4  Developer / Feedback / Re: Judith [Finished] on: April 13, 2009, 01:21:08 PM
ahhh i really liked this a lot! it was short and sweet and you really had me feared
that something bad was going to happen and then it turned out okay what a relief!
Thank you for making this!
5  Player / Games / Re: Braid PC Version on: April 12, 2009, 02:35:04 PM
- The twin doors, one that breaks your key with no effect and another which opens. Forces you to restart level. Pretty bullshitty, disnecessary and a bit insulting.

No!
you missed the point.  The reason one door opens and the other doesnt is the direction your walking through it.  The mechanic in that level is that if you walk right, time goes forward, if you walk left, time goes backwards.  One door (the door that doesnt open) you would have to pass through going right to left, making the flow of time go backwards.  Because the door *is* effected by time shifting (not glowing green) trying to open it going backwards through time simply shouldnt (and doesnt) work.  This is not some error or a cheap trick in the level, it's simply a matter of how the mechanic works. The puzzle to solve is that you can only open a door that is effected by time by going from left to right, which makes logical sense.  Perhaps the fact that it disables your key might be slightly frustrating, but given the way the game works this makes sense.  To me anyways...
6  Community / Cockpit Competition / Re: [FINISHED] STAR CANNON: INVASION FORMATION on: April 06, 2009, 12:56:38 AM
Download link doesnt work for me..
7  Developer / Art / Re: Art on: April 06, 2009, 12:40:18 AM
sure but it looks really ugly up close because you see how bad my brush strokes are give me a bit and ill upload it
8  Developer / Art / Re: Art on: April 05, 2009, 08:09:57 PM

 Evil Evil Evil Evil Evil
9  Community / Cockpit Competition / Re: STAR CANNON: INVASION FORMATION on: April 04, 2009, 01:10:07 PM
where is this?? it looks really really cool i love the lo-fi 3d look..
10  Developer / Technical / Re: MMF2 to compile to FLASH!!! on: April 02, 2009, 05:12:37 PM
Yes andy, and no Pigbuster.

Cant speak for nifflas' games, but i know arthurlee uses a lot of custom extensions (some of his own development like PXtone extension) that wont be supported in this.  MMF already can export to java, but from what i hear similarly in the flash exporter, limited extensions only...
11  Player / Games / Re: Bob's Game on: April 02, 2009, 11:59:25 AM
Benzido i think im with you on this one.. i played the demo and was strangely charmed by it.  Depressing its so short.
12  Player / Games / Re: Bob's Game on: March 31, 2009, 01:44:48 PM
i 'beat' the demo more or less.  i sorta liked it i hated how short the demo was its not possible to tell right now whether its 'good' or 'bad' its essentially what he showed us in the first video ages ago..
13  Developer / DevLogs / Re: Tower of God [ENGLISH] - 3/12/09 on: March 31, 2009, 01:42:43 PM
this is really cool i saw it was updated and i played it again.. there was only one new level.. ): Z buttom for jump works great now makes a difference.  I will second the notions of him being really really picky on when he can and cant jump.  In most games theres a 1 or 2 frame buffer time that allows you to jump just as you walk off the platform which feels more natural. i think.
14  Developer / Art / Re: show us some of your pixel work on: March 31, 2009, 12:32:35 PM
its beuaatiffuuulllll i love it!
15  Community / Cockpit Competition / The Abyss Mine (project proposal) [please read!] on: March 30, 2009, 07:13:02 PM
The Abyss Mine

Join Roger Galaxy and Elly Constelle as they journey to the center of the Abyss Mine, a dangerous abandoned space mine.


Each floor consists of two phases: Phase one is the collection phase.
Using the WASD keys you will navigate Elly through the puzzling, dangerous ruins.

Using the IJKL keys (similarly to WASD) you will control Roger, pilot of the Sphere - a mining probe designed to assist in the extraction procedure. Using the U key you will be able to fire a Pulse which will detonate loose walls as well as activate certain equipment. 

If Roger navigates too far from Elly, the Support Cable will be temporarily severed,  leaving Elly on life support, which will sustain her body temperature and provide her with oxygen, for a limited amount of time.  To make sure Elly is okay, a live feed showing Elly's location and status can be seen inside the sphere.

In the collection Phase you will be looking for reaction cells. 
These will be nessecary to activate the fusion core on each floor.

Once all of the Reaction Cells are collected, and the core is activated, you have to escape the floor alive - as creatures awakened from the Reactivated Fusion core.  Elly, must quickly board into the Fusion Core with increased mobility and reach the elevator before she is consumed by monsters. 

Using Roger's Sphere Pulse you can keep the enemies at bay while you navigate Elly to safety!


phew!  okay that's my idea.   Probably impossible in the time frame but I'm really interested in making it into a flash game (potentially making some money from) as GDC has left me quite lacking.

if anyone is talented in Actionscript and would like to work with me on this please message me on MSN ([email protected]) or PM me here on the forums.
http://www.annabellekennedy.com/abyss.html

This link above is a bare bones mockup how how compliated the thing would look all put together, which i think it is fairly feasable!  Comments? Questions? Concerns? Leave em here!!


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