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1075986 Posts in 44155 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 10:06:17 PM
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361  Developer / Design / Re: RPGs without dungeons on: July 22, 2010, 12:14:40 AM
Have you looked at Mount & Blade? Their world has a realistic thing going, and doesn't have dungeons (yet). Combat mostly takes place in the open, between your small army and the enemy's. You can get treasure from people as rewards, from towns by looting (I think), or from attacking caravans.

But as well as the open outside environment, you can go into towns, and these are places where you can't just ride around fully armoured with a dozen guards around you. So the towns are places where a different kind of adventuring and combat can happen (although I think this is something that isn't in the game yet).
362  Player / General / Re: Games Where You Play As An AI? on: July 21, 2010, 11:05:39 PM
There's Infocom's A Mind Forever Voyaging.
363  Feedback / DevLogs / Re: Fray on: July 18, 2010, 11:33:43 PM
Thanks for the support Smiley

I was wondering if any of you knew of any games that support this kind of simultaneous turn base gameplay? I never heard of any, but I am sure something similar has been tried somewhere.

There are a few games where each player plots their moves at the beginning of a turn, and then the turn plays out simultaneously in a real-time way (sorry if I've misunderstood the question).

Combat Mission. The turns last a full minute, which nicely captures some of the difficulty of controlling this kind of battle. If you screw things up and send a platoon into an ambush, you have to watch impotently for a minute as the thing plays out until you can do anything about it. One of the best tactical wargames out there.

Laser Squad Nemesis. From the XCom guys; ten second turns.

Frozen Synapse. Small-scale combat with five second turns.

Darkwind. A physics-based car combat game with, I think, one second turns.
364  Developer / Creative / Re: So what are you working on? on: July 13, 2010, 10:09:59 PM
Today I updated my java tile map game...

http://mystikrpg.com/jrpg/

thoughts? comments?

 Who, Me?
Works for me. The delay between pressing a button and moving is a bit much.
365  Player / General / Re: Colonizing a Single Planet: Seeking a Game on: July 08, 2010, 12:12:50 AM
There's SimEarth (the first PC game I ever owned). It's not exactly an economics game, as I remember it, but you can mess around with terraforming planets for colonization.

I think I would like to play a game like this too, and am surprised I'm not seeing more of them around. I found a couple of dry-looking hard science fiction colonization games - Mars Simulation Project and Moonbase. I was hoping someone would have made a sci-fi mod for Transport Tycoon or something, but haven't found anything.


366  Feedback / DevLogs / Re: Infested Planet (Strategy) on: July 06, 2010, 12:09:54 PM
I really enjoyed paper zombies. It's great to see more of it coming. Beer!
367  Community / A Game by Its Cover / Re: [AGBIC] ∞ bit (Alpha 3) on: July 06, 2010, 12:53:42 AM
I tried alpha 3. The controls work now, but I'm getting a really low frame-rate, which, together with the weird way the perspective works, makes it hard to get far without banging in to something. I'm running it on a rather old computer.

Also, what's up with the "winsetup.exe" file that comes with it?
368  Community / A Game by Its Cover / Re: [AGBIC] Pigeon Racing (Includes Demo) on: July 05, 2010, 12:03:27 AM
Wild! I don't really know what's happening with the spinning screen; nice clouds and animation.
369  Community / A Game by Its Cover / Re: [AGBIC] whale of noise [ DONE ] on: July 04, 2010, 11:56:34 PM
I like how you end up feeling around for the right note.
370  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: July 03, 2010, 01:15:05 PM
Okay I have reached the point where I can't keep continue working on this anymore, just thinking about it makes me sick, that's how burnt out I am.
Fortunately I think I have managed to take it to a point where it can be released.
There are only 7 levels (instead of 8 ) and no end game or cinematic (it just loops to the title screen after the 7th level) but I don't think I can do anything more.
I hope it is satisfying for podunkian, and I hope thatI  won't have been just a waste of everybody's time. But if someone thinks they can do better, they are welcome!
This is the release candidate.
DOWNLOAD OPERATION FULL MOON

I'm not getting any sound, and on the title screen the sideways scrolling yellow text shows up corrupted (I think it's instructions about keys).
371  Developer / Creative / Re: So what are you working on? on: July 02, 2010, 12:03:41 PM
I've created tons of pictures like this, but I have no idea what kind of game to make. Any ideas much appreciated  Beer!

A road-trip game.
372  Community / A Game by Its Cover / Re: [AGBIC] ∞ bit (Alpha 0.1 Posted) on: July 01, 2010, 11:29:33 PM
Just tried it, can't move forward. Also the ship stays in the middle of the first image. The others move though when you move the mouse. If that's what you intended.. then it's not the spoon you are bending, instead, you're bending yourself. Tongue

I'm getting the same. The mouse works okay (so does escape) but the forwards and backward keys don't do anything.

Just a thought on the art style - are you going to have the game elements look like they are printed on to the cases?
373  Player / General / Re: Steam's having some big sale on: July 01, 2010, 10:02:03 PM
I'm back home, and Steam seem to have cleaned up their act so I can buy stuff without emailing for permission. But I am still stuck with a six year old laptop. Bought the Introversion pack and Bioshock, in the hope that the shadershock fan patch will work and I can run it. I didn't like the demo much, but I suppose I should find out what all the fuss was about.
374  Feedback / Playtesting / Re: Particulars on: June 29, 2010, 10:02:18 PM
Got 5323 points. I can't say I noticed much of a feel of partial control, since it seems like you play the game by simply staying away from other things (at least, the instructions suggest this - is there more to it?) so you're mostly moving around by yourself.

It took me a while to work out what was happening with the levels and the scoring. I decided it was one point for each explosion, and the score doubles when you go up a level - although looking at your screenshot now, I'm no longer so sure. Anyway, I would suggest making the level progress bar a bit more visible - I didn't notice the red inside it for a while - and doing a noise or a flash or something when the level goes up.
375  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 29, 2010, 12:04:08 PM
You gave up on the fifth screen of level 1? ...Well, anyway, what you should do there is aquire the skill of shooting forward while moving backward - use the C button to lock your firing direction (as the title screen tells you).

I got that, it's just that the character would back away so slowly that he would run out of space before getting enough distance from the enemies.

Edit - Sorry, I wrote this without reading your post properly, and the thing I wrote above was more about the first screen with enemies than the fifth screen.
376  Community / A Game by Its Cover / Re: [AGBIC] Ruins on: June 28, 2010, 10:32:17 PM
You could control a team rather than a single character, and there could be gameplay about communicating by shooting hollers at one another.

It's also possible that "holler" is japanese for "horror" Gentleman.
377  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 28, 2010, 10:24:05 AM
Greetings! Please peruse the latest Silver Sword build. Featuring the all-new Level 2!

Here's a level-skip cheat if you already played Level 1: on the title screen, mash the Up key until your menu cursor changes.

I just tried this. I got as far as the ice snakes, but didn't see how to proceed after that, although I didn't look too hard.

I like the idea of the different engagement distances a lot, and it's very satisfying when it works. I didn't understand it at first; the text doesn't explain much, the graphical effect is a bit subtle unless you're looking for it, and the enemies in the first room stuck so close to me that I never saw it, fighting them. In general, the character feels too slow to be able to choose what distance he's fighting at; in fact, slow enough that just moving around can feel frustrating.

Also, what's up with shots recharging; are they timed, or is it something else?
378  Player / General / Re: Non Match 3 Puzzle Games on: June 28, 2010, 09:40:46 AM
Pipe dream, and similar stuff about rotating or placing things to make paths. Rocket Mania is a fun example.
379  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 27, 2010, 10:06:45 PM
I'm not too fond of the "YOU NEED TO GET HURT TO PROCEED" design thing. It was cool but I didn't beat it.

Oops, it's not supposed to be like that. There shouldn't be any obstacle which you can't get past with four tanks. However, the rocks at the start are placed randomly - I tried to do it in a way which always leaves a big enough path through, but maybe didn't tune it quite right.
380  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 27, 2010, 01:03:12 PM
Storm over the Desert is done!
Download .exe
Play online (may take a while to load)

Kudos to unsilentwill (art) and Javet (music).

Changes in this version: music and two checkpoints.
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