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1075876 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 11:54:02 AM
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361  Feedback / DevLogs / Re: Commando Bros [working title] on: January 16, 2012, 09:52:22 PM
Heh, cool. So if one player gets in the ship and not the other, what happens? Also, is this 2P only, will a CPU player fill in for the second player, or neither?

Basically if you ever played bionic commando on the map screen there are roaming (Trucks from memory) enemies, once you collide with them you go into a minigame screen, similar here except gonna rock some topgun action, players will just spawn in planes in the sky.  I was considering doing a CPU fill in, but im gonna leave it out of the first version, since it may get anoying for some players as my ability to code AI isn't the greatest.


Don't change the style either if you were considering it, I love the shadows.

I think the shadows are here to stay, its actually a awesome pixel shader from the MMF2 forums, I cant remember the name of the guy who did it but its awesome.


Another quick edit:  I was thinking about adding a 2 hit system similar to super ghosts and goblins, to make it a little more forgiving, probably play with this tonight.
362  Feedback / DevLogs / Re: Commando Bros [working title] on: January 16, 2012, 07:15:33 PM
Todays update, was kinda delayed due to me thinking I wanted to do the SOPA gamedev ludum dare jam, but then decided not to, so spending ages on youtube watching SOPA related stuff chipped into my dev time  Cheesy


Heres the update:


Ill put up a video tonight hopefully with some 2 player dogfighting gameplay, fingers crossed.
363  Feedback / DevLogs / Re: a s p h y x ~ hold your breath. ~ [YOU CAN PLAY STUFF HERE NOW] on: January 15, 2012, 04:32:48 PM
Genius idea man, I love the idea how it relies on your participation,  Beer!  Nice looking art style too, keep up the good work man.
364  Feedback / DevLogs / Re: Commando Bros [working title] on: January 15, 2012, 04:13:29 PM
New update, towns working, weapons working, fucking finally.  Ignore the key input screen, still working on that, that and the town looks a bit shitty at this stage.  Today Ill tidy up those screens in addition to doing a dogfighting minigame for when you go over the enemies on the map, bionic commando style.  Ill put some of the sprites up on my blog today, especially the f-14 once its done  Cheesy


365  Feedback / DevLogs / Re: Commando Bros [working title] on: January 14, 2012, 11:12:01 PM
Cheers guys, got the key mapping working all good now, though I cant seem to figure out how to get xbox support for flash in MMF, so flash might have to ship without rumble and all that.  Now its onto weapon collection + weapon specifics and the places where weapons are collected, towns.


Im planning 7 weapons, and a whole heap of similar misc items that are pretty much a straight borrow from bionic commando (flares and such), to save cluster-fucking this post with images and videos, ill be putting all the specific stuff (concepts, individual art, etc) up on my newly created blog http://farmergnome.blogspot.com/.  So weapons time, onwards, Ill post a video tonight here once they are all working, and hopefully with a crude-ish town scene.
366  Hidden / Unpaid Work / Re: Chiptune musician wanted! on: January 14, 2012, 05:25:47 PM
Hey guys, give me a day or two to get my shit together Ill shoot you both a PM.  Beer!
367  Feedback / DevLogs / Re: Commando Bros [working title] on: January 14, 2012, 05:12:43 AM
Menu work today, and started the intro screen and map screen, kinda want to borrow fairly heavily from bionic commando and metal slug for these parts, as usual music and sfx are temporary, with exception to a few sound effects on the opener, hopefully can find someone to do a better voice over of the title  Cheesy



Two player and controls are basic but working as you can see at the end of the video, tomorrow its nailing down all the weapon specific stuff and setting the keyboard/joypad/xbox controller stuff up so people don't have to share keyboards if they don't want to.

Name is kinda growing on me, in a really bad cheesy way.
368  Feedback / DevLogs / Re: Commando Bros [working title] on: January 13, 2012, 05:44:45 PM
Sweet glad you guys are liking it, Im doing the into screen and map screen today, ill put another video up in a few hours after I duck out for a bit, speaking of that... Ill be away all of next week but when I am around Ill do my best to update the thread with new video/screenshots/progress until the games done, hopefully every day or every second day...

Now I just need to figure out how to map controls in MMF2 without breaking everything  Cheesy
369  Hidden / Unpaid Work / Chiptune musician wanted! on: January 13, 2012, 12:22:35 AM
Hey guys, im just doing a little solo project over here:

http://forums.tigsource.com/index.php?topic=23799.0

...And would love to team up with a talented musician who could pull of some chiptune music and sfx for the game, ill link a quick trailer here of progress in week 1:


I really haven't thought about making a profit or anything on it at this stage, but if its any good at the end of the project then we can throw the flash version up on FGL in addition to releasing it freeware on PC, figure that out if and when its anything special I guess.

The thing I can guarantee is I will finish it to a good level of quality, just check out some of my previous games if you want to see the sort of stuff I make in my sig.  So hit me up with questions, ill answer them the best I can, cheers.

My email is [email protected] shoot me a message if you like.
370  Feedback / DevLogs / RamBros [All American Co-Op Shooter] - Demo on: January 12, 2012, 07:40:35 PM
RamBros Devlog

FOR THE GODS OF WAR AND USA!






RamBros is a 1 or 2 player pixel shooter with light story elements about kicking ass in the name of FREEDOM and the greatest country in the galaxy - the USA YEEE HAW!!  Enforce freedom and stabilize foreign governments at gunpoint, with bullets.  Best thing since the Second Amendment.


Devlog Updates?

This will be updated several times a week.

Free or Pay?

Base game free!   $5 for storymode/scoreboard/OST/minor extras.      

contact?

[email protected]

Screenshots!















Videos! (Latest First) (Going to start just posting links, the images are getting over the top)
















IN GUNS AND GOD WE TRUST!

Thank you to RamSteelwood for your service to your country naming this fine ALL AMERICAN creation.






OLD STUFF/ORIGINAL POST:

So thought id track my progress over the next week or 3 of a little flash/app 2 player shooter im working on solo now, I started about a week ago now and I thought id hold out a little to make sure I was actually going to put some effort into finishing it, so here is what I got so far... [Ignore the music, its just some old tunes from one of my older games that I had lying around- hopefully someone out there can help me with some chiptune music.]



Next things to be done are more levels, two player (hence the god awful name), and hunting down someone who can rock some sweet chiptune music.  The game started as a sort of homage to megaman, then bionic commando n metal slug all mashed into one, with a little bit of meat boy and the jumper series, but its kinda evolved over the last few days.  The game basically boils down to time power-fucking really short levels with a high chance of death (I edited most of the deaths out of the video- but you will be dying alot), each level will last 10-20 seconds or so with any luck.

Ill post the first few levels as a demo pretty soon, just want to get 2 player/xbox controller support/main menu stuff sorted before that, hopefully in a few days.
371  Community / Townhall / Re: Black Market HD- An Elite inspired space trading game on: December 19, 2011, 01:04:16 AM
Its shareware, just has a really big free segment, we want people to enjoy it for free and I guess, not feel pressured into purchasing the extra levels/content/etc, it fucks me off when games don't have decent demos.  That being said, I think there's decent reason to get the paid content, an extra 15-20 hours of gameplay, new locations, weapons, ships, etc.  We shall see how it goes I guess.
372  Community / Townhall / Re: Black Market HD- An Elite inspired space trading game on: December 18, 2011, 02:25:57 PM
Yea its actually fairly similar to Weird Worlds too, minus the random generation and all that, tradewinds series comes to mind also, probably closer to the original tradewinds I think, due to the whole, world map, docking scene, battle scene type game layout.
373  Community / Townhall / Black Market HD- An Elite inspired space trading game on: December 17, 2011, 09:07:19 PM

BLACK MARKET HD


After 2 years of effort, several name changes and mechanic revisions its finally done, and to say thanks to everyone who has supported us along the way we have done a High Def downloadable version of the game also.

Check it out if you get a chance, the requirements are much higher than the flash version so If you cant run the HD version check out the flash version, they are identical apart from resolution/effects.  Love to hear what you guys think!


http://www.bigblockgames.com/games/blackmarkethd/


Heres a vidya I knocked up for the game.

And here is some screenshots for the standard res Flash version (HD ones are in links below)





HD Screenshots (Ill just put em in as links)

http://www.bigblockgames.com/static/games/blackmarkethd/sc-big1.jpg
http://www.bigblockgames.com/static/games/blackmarkethd/sc-big3.jpg

374  Community / Townhall / Re: RPG in 14 days for Child's Play.... on: September 14, 2011, 09:56:34 PM
RPG in 14 days done guys!  Raised over 7k for childs play too so thanks to everyone who got involved and donated, you guys can find the final game here:

http://www.bigblockgames.com/games/coffeehero/challenge/

Cheers!
375  Community / Townhall / Re: RPG in 14 days for Child's Play.... on: September 03, 2011, 06:38:55 PM
Thanks guys to everyone who has donated, just broke the 700 dollar mark for Child's Play last night, if you want to check out some painting tutorials/watching me paint and talk, ill be on livestream for the next few hours or so, thanks guys Smiley


http://www.bigblockgames.com/games/coffeehero/challenge/
376  Community / Townhall / Re: RPG in 14 days for Child's Play.... on: September 01, 2011, 08:05:09 PM
Anythings a possibility at this stage, we shall see how the game develops over the next few days really, oh drawing the backgrounds in about a hour, will do a tutorial or two if you request it on the livestream on the site.
377  Community / Townhall / Re: RPG in 14 days for Child's Play.... on: September 01, 2011, 03:14:36 PM
Thanks guys, day 2 begins!  Should be a pretty good day, im gonna put the camera on my desk and do some photoshop tutorials while i paint if anyones interested.
378  Community / Townhall / Re: Making a RPG in 14 days to raise $ for Child's Play.... on: September 01, 2011, 02:22:19 AM
I should mention, if theres anything else you'd like to see for your donation as far as game features, feel free to post them, the current list is as follows:

    * Name a monster in the game
    * More powerful weapons and items
    * Access to all playable races
    * A DRM-free downloadable version of the game after the sprint
    * The top 100 donors receive a free copy of our other game Black Market!
    * The top 5 donors will receive custom characters
    * The highest donor will become a major game character

I guess Im just pitching the idea out there at this stage, but would more games in the rewards section be attractive to anyone to donate? I guess its worth asking anyway...
379  Community / Townhall / RPG in 14 days for Child's Play.... on: August 31, 2011, 11:22:27 PM
Hey guys, I wasn't sure if this is really the right place to post this, but we are over the next 14 days making a RPG to raise money for the Child's Play Charity, will be on livestream also ( I'm the long haired hillbilly one with the laptop), developing it all in real-time.  

We will be updating our builds every hour or two so you can check progress via the flash game on our website, as well as updating blog posts, google docs, and our whiteboard in the development den with technical info for those who care about that stuff, the end goal being, make a awesome little indie RPG for everyone, and raise some money for a awesome charity!

http://www.bigblockgames.com/games/coffeehero/challenge/

Look forward to yall tuning in.
380  Developer / Business / Re: Looking for games using "Minecraft model" of sales on: August 27, 2011, 01:34:15 AM
Black Market, the RPG/Space trading game I'm in the process of finishing has been available online to play since well, it was called Voyager and it was nothing more than a bunch of colored blocks moving around the screen with horrible looking fonts flashing past, and also priced with the Minecraft style model, we have upped the price slightly with each major update.  I cant say its been as successful as say, developing the game for a year and a half and just releasing it, as a lot of the fun comes from the complexity as mentioned previously.

The other thing thats kind of, I guess frustrating, is when even in alpha/beta interest/sales were disappointing its hard to keep yourself motivated to keep going with it, the only thing really driving it to a finish is hoping the situation improves.
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