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341
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Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
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on: November 20, 2010, 07:43:31 PM
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So... given how much fun we had with NIDHOGG and MADHOUSE tournaments at TIGJam 3, I'd really like to throw a VERSUS compo.
Multiplayer sounds cool. Not sure what the two other capped word mean  Those were two games that were played multiplayer at TIGJam 3.
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343
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Developer / Design / Re: The Neverending Hybrid Game Design Game
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on: November 15, 2010, 05:54:10 PM
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Tetris + Super Easy Mode
The line pieces are 8 blocks long and 4 blocks wide. And they're the only piece in the game. For an extra challenge, the game gets harder as you go on since the pieces fall faster and faster.
The best part is when someone hits the flip button and screws up their game forever. Also, Super Easy Mode + Bullet Hell...I have no idea what to do with this.
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349
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Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea
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on: October 29, 2010, 01:58:12 PM
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If your girlfriend got kidnapped by a sea monster, you'd rescue her posthaste. I can't see any misogyny in this, just another use of a classic plot.
Now, what this game needs is sting rays.
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351
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Feedback / Playtesting / Re: Snakes of Avalon (Done, Deadly, Need Feedback!)
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on: October 26, 2010, 02:44:48 PM
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I don't entirely see why using a fish three times makes it qualify as overused, but maybe it is considering the relatively small size of the game.
I will admit it; the game confused me. I was hoping that the questions would be resolved by the end, but after playing, I still don't understand how I was able to talk to my father and apparently save his marriage when he died while I was a kid. Or was the marriage I saved my own? Does that mean I died long before the events of the game? Great snap, this is confusing.
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352
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Feedback / DevLogs / Re: NOiSE :: Robots, scyscrapers, cats, lasers, loads of scratching and biting
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on: October 26, 2010, 02:37:10 PM
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There's actually surprisingly little of it, there's a couple of the old tilesets, the soldat animations and the rough animations for i. That's pretty much it : O (I never did get very far with the art reboot so that's all pixelart)
Though if Mika doesn't have anything against it I could release them into the yonder wilderness of the internet for people to use in their games as they see fit.
Also would you dudes be intereste in hearing about the artgame aspects and themes the game was gonna have? (No really! I had some bitchin' ideas!)
I WANT TO HEAR EVERYTHING I HAVE WAITED SO LONG FOR SOMEONE TO RESPOND TO MY QUESTION. JESUS CHRIST. Give us everything you have, and we'll get like a tenth of the forum to supply the rest. It'll be like making Duke Nukem Forever, but indie and with less strippers.
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353
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Developer / Design / Re: Dream Games
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on: October 23, 2010, 11:43:37 AM
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A madcap rhythm/platformer/crazy graphics game that combines elements of Audiosurf, Super Mario Bros, and Space Channel 5. In addition to several songs included in the game, you will be able to upload more songs as well a lá Audiosurf, which is where madness begins. The song gets run through some sort of impossible algorithm to generate a stage background for the song - techno songs take place in a factory, J-pop will throw you into a large metropolis, and speed metal will land you in hell.
Gameplay is extremely linear, to the point that you can't even move fully backward. Instead, your character is constantly moving forward, and the only control you have is to make him jump, move faster, or move slower (in other words, it controls like a shmup with platforming). The meat of the game is here: whenever a song is selected to play, the game runs a system to take specific bits of the song (the drumline, for instance, or the guitar) and cause randomized events to happen ingame to the rhythm of the song, such as coins, bottomless pits, landmines and the like. As each event is randomized, you will never play the same song twice, making the game the equivalent of a sidescrolling roguelike Audiosurf with obstacles in the vein of Japanese games like Gitaroo Man or Katamari Damacy.
Also the main character is an alpaca.
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355
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Feedback / Finished / Re: The Deep Cave [The last things...]
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on: October 18, 2010, 08:11:41 AM
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There's nothing wrong with a retro style, as long as there's enough movement. The flying insects look like they're moving without actually moving; they slide in circles or from side to side, but actual sprite movement is minuscule. This does not look good.
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356
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Feedback / Finished / Re: The Deep Cave [The last things...]
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on: October 17, 2010, 02:00:06 PM
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I have two problems with your trailer. The first is in the graphics style. I don't hate it per se, but it's very overused these days, especially with the release of Flixel. Essentially, I'm saying that your game has the quality of a flash game, and it'll be overlooked quickly on the XBLA. The second is that it has too much text describing what'll happen, and not enough actual gameplay. A basic rule of thumb for trailers is to keep the text to a minimum, and show off as much of your project as you want to.
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357
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Developer / Art / Re: Improving a box art
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on: October 16, 2010, 06:27:23 PM
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Here is the current one:  If you want this game to be serious, I'd suggest make the cover look less like it was made with Playmobils.
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358
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Feedback / DevLogs / Re: October 17
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on: October 16, 2010, 03:02:21 PM
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Whatever the black stuff is, I think it shouldn't appear immediately at the beginning of the game. Instead, you'll start off on your little block thing, plant a few seeds, hey I'm getting the hang of this then suddenly OH MY GOD WHAT THE HELL IS THAT STUFF EATING MY PLANTS OH GOD OH GOD.
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359
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Developer / Design / Re: The Neverending Hybrid Game Design Game
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on: October 15, 2010, 07:01:21 PM
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Tycoon + Tower Defense People come to you for their zombie shooting turret needs, and you need to provide. Supply your customers with a variety of different turrets, and learn how to make them faster and stronger. Have supplies for any sort of tower rush, be it undead dinosaur robots or giant man-bees from space. Stay ahead of the competition! Play dirty - you could steal blueprints from opposing turret companies, or even introduce a new monster into the environment to sell your new respective turret! (Just make sure nobody finds out, or it'll cost ya!) Turretco - We're a Step Ahead of the Pack!
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360
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Developer / Art / Re: Hall of Fame for Games Featuring Outstanding Pixel Art
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on: October 15, 2010, 05:37:44 PM
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I want to make a special mention for Lucky Luke Desperado Train. It's not that it had outstanding pixel art - it's rather average - but it's the only game I know that features parallax foreground scrolling.
Really? I've seen quite a few examples of it -- there was some Disney/Mickey Mouse game on the Genesis (Castle of Illusion or something like that, I think?) that had a lot of it. Phantasy Star II also had these really gaudy foreground parallax layers of pipes and stuff in some of the dungeons, but that's not the best example of it. Hasn't aged well in general, that game.  ~Josiah LL's parallax scrolling was notable in that it actually had multiple foregrounds and was more than just trees in the foreground, but had set pieces that moved when you did. When viewed, it looked similar to the fashion in which multiple backgrounds appear, but reversed. It's an extraordinary effect in action, and on a GBC game no less.
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