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1821
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Player / General / You favorite website designs
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on: August 08, 2007, 06:55:24 PM
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Hello everyone! I'm workin on redesigning my website but I don't have much inspiration... So, I thought I'd seek out some help here. Can you point me some well designed website so I can inspire myself? I already checked but the more the merrier! Or perhaps you could tell me how do you start the design of a webpage?
Usualy, I don't have much trouble doing this kind of thing but when I do it for my own personal site, it never seems to work...
Thanks for your help! Guert
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1824
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Developer / Art / Re: opinion wanted on an animation
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on: August 08, 2007, 05:33:53 PM
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Alright... I did a real quick image while searching for the answer. I feel like the stance you have is like if the character was leaning back, like he was sliding. The crude and ugly outlines I did beside him uses a more straight position... I think your stance should be using an angle closer to the rough draft I made rather than the slanted way.
The stance should also remind us of the running animation since there are only few steps between stance and run...
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1827
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Developer / Art / Re: opinion wanted on an animation
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on: August 08, 2007, 09:15:31 AM
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Nizzate: The animation looks a bit weird because, I believe, that the foot that is far from us is placed too high. Lower it a bit to see how it looks. Is this gmae going to be isometrical? It could be an idea to show us a bit of the background to give us a feel of the context of the animation.
Bebop: Try to work on your key frame so that your blob feels like a gelatinous shape. I did a quick Gif animation to explain what I mean. Keep the first shape untouched until about halfway then, when moving closer to the ground, start to stretch the mass toward the ground. This way, you'll have a much stronger fall effect. Also, deform your blob as it spreads on the ground and then reforms to it's full stance. Don't worry too much about deforming the Blob. You can easily stretch it out and it will look very natural.
Keep it up guys!
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1829
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Player / General / Re: Nintendo DS is Fawking Awesome
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on: August 08, 2007, 09:00:31 AM
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The DS is really nice to work with. We've just started a new project on the console and we're beginning to use it more seriously. The architecture is very similar to the GBA so ports are relatively easy to do. Also, the homebrew dev kits are way better than the one who were available for the GBA. The only thing I don't like about the DS is the fact that they have not updgraded the 2d engine much. There are more colors but not more sprites displayed on screen. I hope that the two screens count as one
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1830
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Feedback / Playtesting / Re: Too Many Ninjas
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on: August 08, 2007, 07:51:47 AM
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Maybe it's just me doing some crazy talk but... How about if, instead of always showing the title of the game, you'd show our current title and, when the game is over, you'd have a result message telling how many ninjas you've killed, how many stars you hit, how long you've been playing, what's your final rank and level and who's the best... I'd also show the player a bit more that he changed levels. I mentionned it earlier I believe... You could change colors of the ninja after a couple of levels... Like, each 2 levels, ninjas change color from purple, to yellow, to red and then black or something like that... Perhaps it's just crazy talk too...  Alter!
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1831
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Feedback / Playtesting / Re: Bounce
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on: August 08, 2007, 05:15:53 AM
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Well, if you have no plans of further development, I think it's fine... Just remember that, as a developer, you shouldn't try to force things upon your player (generaly speaking). If the controls aren't appreciated by your players, try to seek out why and fix it... And that's good for every game out there...  Anyway, good job! Later!
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1832
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Feedback / Playtesting / Re: Hunted
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on: August 08, 2007, 05:12:14 AM
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Ah! Simple indeed! I think this is the main issue with the game. Once you know, there are no problems. Showing them move will make it all clear. I'll try the other artwork just out of curiosity!  Later!
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1833
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Feedback / Playtesting / Re: The Ion Adventures Demo
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on: August 08, 2007, 05:10:47 AM
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I'm addicted... :D Seriously, I must admit that this one is particulary long... Perhaps I should post a couple of times instead of a big post... On the other hand, I like to think that people copy and paste this in a txt file and use it like a list of things to evaluate... @I like cake: I must admit that i'm a bit confused with this analogy... is it good or not? I like Sonic Youth but... Dinosaur Jr? Not sure I completly get the picture intended  Thx anyways  Later!
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1834
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Feedback / Playtesting / Re: The MarioToo Flash/Wiimote API
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on: August 08, 2007, 05:06:36 AM
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Well, I saw the label change, I thought at first you had a little game created for it... Looks very interesting... As time goes, more and more factors are telling me to buy a Wii...  Later!
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1835
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Feedback / Finished / Re: Fez
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on: August 08, 2007, 05:04:57 AM
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It's a bit off-topic, but concerning the comic page, I created it but it's not a wecomic... I draw a page a month for a fan-based magasine around here. I like to think that it makes a couple of people smile once in a while... I was thinking of starting a thread asking about what you guys thought but didn't know if I was good enough to show it to the amazing pool of talent hanging around here without looking like a idiot...  Anyway, back to Fez! I like the name Gomez. How is the project going with the new animator? Later!
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1837
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Player / General / Re: Feedback forum
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on: August 07, 2007, 06:26:21 PM
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I like the way it works now... I don't like taking a couple of hours to write up a post that some guy will never read about... If the guy can't read the rules and can't say he's sorry if he mis-posted, I say he deserves to be banned...
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1838
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Feedback / Playtesting / Re: Rotrix
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on: August 07, 2007, 06:17:29 PM
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Hello there! The game looks promising but you should try to see what you can do with your mechanics. Try to focus the game around the fact that we can rotate around the map. For instance, you could have a mechanic where the character moves around and sticks to the ground. You could have powers that are affected by you ebing updside down. You could also view the game as a character that can rotate the floor, making enemies drop from the ceiling when it's turned fast enough. You have numerous avenues here but the first question you have to answer is how will the player interact with the world. What are the mechanism used. Then, all you,ll ahve to do is build your levels based on these mechanism and see how much the player can master them. Try to go wild... It's always fun when someone brings something new  Do you have something playable? Later! guert
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1839
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Feedback / Playtesting / Re: Tomb Jumper
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on: August 07, 2007, 06:09:58 PM
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I tried it again but I felt like it was the same version. Did you speed up the fade time alot of only slightly?
Anyway, if you want to focus your game around speed, make your levels show it. Add design elements that will push your player to risk himself in order to go faster. For example, you could have a time bonus when grabbing your treasures. Right now, you reward the player with something he doesn't care: points. Unless you plan on making points more important, this is not a reward worth the work for. Show the time on-screen and add ways to save time and have time bonuses. You'll really focus on the competition elements.
Anyway, you already have some moves made in that directions, like when we have to choose between 2 or 3 different paths to pass one obstacle. I'd just make my levels even more "mazier" to allow player to search for the best route.
Good job and keep it up! Guert
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1840
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Feedback / Playtesting / Re: Bounce
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on: August 07, 2007, 05:59:34 PM
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An interesting and simple game you have there...
The controls could be smoother and perhaps we could have a way to control the height of the bouncing. Right now, it felt too me like we didn't control much of the game and we just have everythign happen like magic.
I understand that this was for a quick competition so I can understand why you have a lack of finish.
Have you plans for making this bigger? Will we pick up things along the way? What's our motivation when playing this game? Exploration? Collection? Competition? Will we have some scores? if you have time elements, willl you give us different ways of finishing a level faster?
Anyway, keep it up! Later!
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