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982
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Feedback / Playtesting / Re: WIP LoZ fangame
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on: July 17, 2009, 08:18:55 AM
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If I have to I will, but as far as I can tell the only problem with 993 is that adjusting pitch/yaw of 3Dboxes is unsupported. The only other relevant change was the default height, but that was easily fixed.
I have a feeling that being able to mouse aim with projectile weapons will make the sword a lot less important. There's actually a slightly newer version that has a few items partly implemented and more of the dungeon, but I think I accidentally saved it in 993. Oops.
Thanks for the feedback so far, I'm sure this'll all be useful stuff.
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983
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Feedback / Playtesting / Re: WIP LoZ fangame
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on: July 16, 2009, 05:53:33 PM
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It took me a while to figure out that I was holding a shield, its not so evident when it has a massive pixel blocks while your sword is lined with nice small crisp pixels. Good point. I think what I was going for with the sword was a pixelly thing held at and angle, so the sides can be crisp diagonals due to foregrounding, but the pointy tip doesn't make any sense! I'll fix that, don't know if it'll make the shield any more obvious, but I'm trying to be fairly authentic with representing everything I can from the original game the same way, but in 3D. (I'll make the map/compass items a priority when I start up again.)
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985
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Feedback / Playtesting / Re: WIP LoZ fangame
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on: July 16, 2009, 04:57:03 AM
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Yeah, I was thinking of messing with that. The current rate of movement and sword length is about the same as in the original, maybe even a little better, but it's hard to tell how far you are from enemies. Once there's arrows and boomerangs and stuff I'll tweak it if it still feels necessary. By the way, I'm gonna base the bombs on BS Zelda so they'll be more like grenades.
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986
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Feedback / Playtesting / WIP LoZ fangame
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on: July 16, 2009, 04:37:00 AM
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Result of playing around with Standard Waiver's engine. In this demo you can wander around half the first dungeons and stab things. Some effects aren't implemented yet. Eventually I wanna remake the overworld and at least another dungeon or two if not the whole game. Currently on hold while I wait/hope for a new Construct build that I can port it to (0.993 fixes the alpha bug you see on the statues but breaks everything else), but I'd like any feedback I can get at this stage.  Download (800kb): (sharebee)
Edit: removed the googlepages download, because a couple of blogs decided to stupidly direct-link it. Hi! If you've come here from a news blog or something and you're not a Tigsource member, you can email any feedback to phenex{at}gmail{.}com.
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988
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Player / General / Re: Fighting Fantasy and its ilk
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on: July 13, 2009, 08:18:08 AM
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One of mine was some scary thing about a dnd city getting overrun by giant flesh-assimilating purple tentacles or something. That one was too scary to ever finish.
I accidentally subscribed to a monthly Star Wars roleplaying book collection once. I didn't get why I needed to roll dice but the Vader-embossed black plastic carry case was pretty cool.
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989
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Community / Competitions / Re: roberts anal stories (old finshed just for fun)
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on: July 13, 2009, 07:41:33 AM
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blocked in china?? i never realized i am actually a human rights activist. Just imagine if you put your mind to it. I've played your lightsabering game on a projector in front of a few hundred chinese students, and gave copies to a couple who had usb memory dicks with them, so maybe in twenty or thirty years when those kids become the leaders of tomorrow jazzuo games will finally become free. edit: Oh wow, I finally beat that purple bitch and reclaimed my manhood.
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991
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Developer / Technical / Re: How do you handle widescreen monitors?
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on: July 11, 2009, 08:12:59 PM
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i think black bars are superior to stretching, but you an always give the player the option, the way HD TV's do
That option is why my friends watch everything at a fucked-up ratio and are all "oh wow people are skinnier on your TV" when they come to my place. People need to be protected from themselves.
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992
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Community / Competitions / Re: roberts anal stories (old finshed just for fun)
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on: July 11, 2009, 08:08:04 PM
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Your site appears to be blocked in China. How does that make you feel.
I tried mrdecek last night after you posted your fashion game. It inspired me to open construct and create arsespelunky.cap before regaining my senses.
The purple-haired (third or fourth?) girl in ass-terror-it made me question my prowess as a gamer and as a man.
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993
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Developer / Technical / Re: How do you handle widescreen monitors?
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on: July 11, 2009, 07:28:28 PM
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I don't approve of borders on the side, it looks silly, especially when the aspect ratio difference between most widescreens and a regular monitor isn't large enough to really notice the slight warping. Oh ho ho ho ho ho ho ho yes it fucking is. Do not stretch anything or I will come to your house and mess with the aspect ratio of your face. This goes for everybody. You are all on notice. edit: unless you are bigger than me
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994
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Player / General / Re: Should We Have More Non-Violent Games?
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on: July 11, 2009, 07:20:49 PM
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You have to make a conscious effort to not kill anyone and try to find non-lethal means of resolving conflicts.
If it's harder to not-kill than it is to kill, and there are no penalties for killing (an NPC yelling at you is not a penalty), then of course people will choose the "kill" option, because it is objectively the best option. Some people are pussies who get queasy at the sight of red pixels, otherwise we wouldn't have the whole violence debate bullshit in the first place. Some other people play games for the challenges, like not killing people. And you don't need necessarily need penalties when there are rewards, as is often the case for optional challenges. I tried playing deus ex non lethally to see the dialogue changes. But I think the main advantage of having a non lethal or non violent option in a violent game is to give aformentioned pussies a hand in shutting the fuck up.
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995
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Developer / Technical / Re: 'x'-Bit Restrictions?
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on: July 11, 2009, 07:20:31 PM
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As a style thing? I just choose an old system and look up its technical limitations, maybe grab a palette from an emulated game for an authentic look.
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996
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Developer / Creative / Re: Do children like pixel art?
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on: July 09, 2009, 12:38:01 PM
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Little kids have dumb little kid brains and up to a point higher resolution art makes it easier for them to tell what's going on. Beyond that, from what I've observed they don't really give a shit about the finer points of pretty much anything we care about, and view games in a completely different way to real people.
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998
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Player / General / Re: GAMES
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on: July 09, 2009, 12:11:47 PM
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basketball I hope you mean tennis ball or else these gangs of yours were playing some kind of pussy-square.
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1000
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Community / Competitions / Re: Adult/Educational Compo
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on: July 08, 2009, 10:52:22 PM
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You know, even though I've been making educational video games for my classes all semester, I somehow didn't draw any connection between that and this. I might end up changing my entry if I can come up with a good enough idea that I could also use for language teaching post-compo.
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