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878009 Posts in 32898 Topics- by 24324 Members - Latest Member: Fi_designer

May 21, 2013, 01:52:42 AM
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16  Community / Competitions / Re: Indie Kombat on: November 03, 2010, 06:59:55 AM
Sweet.

Dave n Alec, please PM me your email addresses so we can set this up.

Mike n Rob, would you guys be keen on playing again in future?

Definitely!
17  Community / Competitions / Re: Indie Kombat on: November 01, 2010, 07:25:28 AM
I know it wasn't really set up as a tournament, but having previous winners (or losers!) go up against each other could be cool.
18  Player / Games / Re: Tale of Tale's "Over Games" Presentation on: August 27, 2010, 06:50:58 AM
When reading something like this, mentally insert phrases like "this is just my opinion" and "but of course there are obvious exceptions".

Makes it much harder to get needlessly upset at something that was clearly personal opinion and has obvious exceptions. Smiley
19  Developer / Feedback / Re: JUX (Collaboration with Amon26) DEMO on: February 22, 2010, 04:53:50 PM
That IS a neat gimmick!
20  Community / GAMMA / Re: ZagiZigi [beta release] on: February 17, 2010, 11:28:46 PM
WOW.  I almost stopped after playing through 1-2, thinking that it was all about just avoiding the walls in increasingly non-rectilinear hallways.  Thank goodness I didn't! In world 1-3 and later and I was having to decide between paths and think about which lines I needed to hit, which was really cool and much better than what 1-2 had me expecting!

I haven't made it past 2-3 yet (on normal.  I suck), but I'm enjoying it a lot!
21  Player / Games / Re: Ridiculously hard indie games with double jumping on: October 27, 2009, 09:48:05 AM
A friend of mine made a very plain-looking and short but good difficult game with double jumping:  http://www.youhavetohelp.us/?p=31

And maybe this one of mine counts.  It has QUADRUPLE JUMPING.  http://meyermike.com/One_Two_Three
22  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: October 10, 2009, 11:44:22 PM
I call anti-dibs on Donkey Kong.  Please please please make Next-Gen Donkey Kong.
23  Developer / Creative / Re: gamecompo like comicompo? on: July 01, 2009, 03:12:19 PM
I wish I'd noticed this thread earlier!  I started doing something similar with some friends!  (more inspired by Layer Tennis, though)  We've only had the "serve" and one "volley" so far.

Anyway I love the idea and you could definitely count me in!
24  Developer / Feedback / Re: The best years of my life on: June 29, 2009, 04:24:16 PM
Whoa!  I really liked it! 

But I am sad that despite the warnings, I played it alone.  Cry

To the next guy who comes to this thread:  Wait until a friend is around.
25  Developer / Feedback / Re: Uberleben - 7 player hotseat cave diving game on: June 05, 2009, 10:17:08 PM
 Shocked Oh my god it's 2am.  I have been playing this game for over an hour and I only stopped because my eyes were starting to hurt trying to beat my record on ridiculous molten.

And that was all just 1-player.  The next time any friends are anywhere near me, I am forcing them to play this.
26  Developer / DevLogs / Re: Guppy (working title) - swimming prototype UPDATED on: May 30, 2009, 08:39:49 AM
This was really neat!  It seemed like it became much easier to be precise when you were going faster.  Like, when you are going slowly, correcting your path kind of works against you by speeding you up, but once you are going fast works basically perfectly.  Maybe you could slow down the turning rate at low speeds, but make it use side fins to turn if you hold the key?  I guess I wouldn't worry about the controls when going slow, since fast is much more exciting anyway. 

I was just thinking that like 8-man multiplayer games of tag with this game would be crazy fun.  I've actually had this idea bouncing around in my head for a game about fish playing sports, but I was actually picturing more FPS-style controls.  Now it's going to be hard not to completely steal this control scheme!

Delightful little prototype!
27  Developer / Feedback / Re: Nanosmiles - microbe arena shooter on: May 26, 2009, 03:07:42 PM
Holy crap!  This is great!  Love the weird menus, the intro, the gameplay, the leafy death effects, the difficulty curve... everything!

I guess you could make the first few allies get automatically picked up.  That's about all I would change!
28  Developer / Feedback / Re: You Have to Save Everyone but There Isn't Much Time! on: May 25, 2009, 04:36:33 PM
@Dr. Sleep:
Yeah, I could see expanding this into something with many levels and the game is to get through a random selection of 10 of them.  I don't know if I'm in love with this game enough to develop it further when new ideas seem to come along every day.  Maybe I should copy Petri Purho and do a series of games, then whichever one people seem to like the most gets developed into a "deluxe" version.

I LOVE LOVE LOVE Wario Ware, but the game that inspired it more than anything was RUN LIKE CRAZY.

@HybridMind:
Nothing complicated, it picks a new random song
  • At the intro screen
  • on the "You win" screen
  • when the game restarts
...it looks like I forgot to make the "Try Again" switch tracks.  Doesn't seem to hurt anything.

It is streaming the music, so there is some delay in starting it while it buffers.
29  Developer / Feedback / Re: You Have to Save Everyone but There Isn't Much Time! on: May 25, 2009, 02:50:56 PM
What was up with all the crazy music selections?  It made it fun but they seemed to be cycling a lot and also a lot of songs?
This game was made for mini Ludum Dare 9, so it was supposed to make use of the provided sounds and do something with the theme "time".
30  Developer / Feedback / You Have to Save Everyone but There Isn't Much Time! on: May 24, 2009, 08:59:01 AM
Edit: final version!  Thanks to all who tried it!


The idea is that it is a very short game (10 seconds) but requires a near-perfect run to complete, and so takes many tries.

Link to game: You Have to Save Everyone but There Isn't Much Time!

Hopefully the game makes the player feel as panicked as I do trying to make a game so quickly.  Grin
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