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381
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Feedback / Playtesting / Re: I Am The Bomb (playable demo feedback)
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on: March 02, 2014, 09:03:27 AM
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New playable builds! I'm back at this project after a lengthy hiatus and I think the game is close to being finished now, so any and all feedback is very much appreciated  Here are the new links and the ones in the first post are also updated: WindowsLinux 32bitLinux 64bitMac OSXAnd a teaser gif:  The controls can be changed in the config window, but defaults are: a/d - left/right LMB - shoot RMB - jump
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382
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Feedback / Finished / Re: I Am The Bomb (devlog)
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on: March 02, 2014, 08:09:27 AM
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OK, I'm back at this project, intend to finish it up real quick and start something new. I added a third level and polished everything. I was trying out a lot of different weapon changing mechanisms but in the end came to the conclusion that Super Crate Box did it the best way possible and there is really no point in trying too hard to be original when no other solution comes even close to getting random weapons for grabbing pickups. Here you can see the new level (now with environmental hazards!) and the weapon changing in action: 
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384
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Player / General / Re: The Wolfram Language looks ridonculous!
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on: March 01, 2014, 07:11:19 AM
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@C.A. Sinner - The reason it tickles me so much is that everything will be optimised to all hell which will drastically reduce any friction in creating complex things.
I wonder how that's supposed to work, with all the symbolic representations there must be a lot of converting going on between different modules or even algorithms. Unless it's symbolic computation all the way down in which case it won't be very fast. There's a reason why functional programming didn't catch on in the industry and I think it will be similar in this case. There are areas where this will shine, which is as an interactive tool for knowledge gathering and manipulation or as a mathematical tool, but I don't think we'll see for example many hardware manipulation, media editing, communications or entertainment programs coming out of this.
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385
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Player / General / Re: The Wolfram Language looks ridonculous!
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on: March 01, 2014, 03:24:13 AM
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You can deploy the code pretty much everywhere including embedded systems. My guess is it automatically includes only the minimum required to run the code, both in terms of modules and knowledge.
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386
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Feedback / DevLogs / Re: IRKALLA - New Main Menu!!!
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on: March 01, 2014, 01:49:17 AM
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This is an idea for when you continue playing from the last check point by loading the game or after being killed. The scene will appear from a black screen, and the mc will jump into the campfire, spreading the fire and making the demons run while they burn
It's little things like this that really make a game special and memorable, I love it  I feel this game has great art direction and polish already!
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387
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Player / Games / Re: Titanfall
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on: February 28, 2014, 03:05:59 PM
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Why oh why did they make the mechs unable to jump!!
They make this wicked free-running system for human players, give you an EXTENSIVE and MANDATORY tutorial all about it, then when you actually get into a game you find that you will in fact spend 90% of your play time locked in a can which CANNOT PARCOUR AT ALL!
FYI Respawn, a mech that cannot jump or climb is more commonly known AS A TANK... I no wan to paly werld of tanks!
My friend described this game to me as "a mecha fps where you can do walljumps and stuff". Then I watch a video and turns out it's not the mecha that do the parkour. Lost all interest in an instant.
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390
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Feedback / DevLogs / Re: forma.8 [New video, new images, revamped first post!]
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on: February 28, 2014, 06:52:30 AM
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Whoa, this trailer is amazing, I love the music and the overall atmosphere. The game looked pretty generic to me when I first noticed it some time ago (the black silhouette minimalistic style is becoming way popular) but now it has a great vibe of its own. Voted on greenlight and can't wait to see it released 
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392
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Player / General / Re: Movies
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on: February 26, 2014, 11:45:35 PM
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The first half of El Topo had a cool vibe to it but the second one was too much, I guess I'm too dense to make anything out of the movie as a whole.
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394
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Feedback / DevLogs / Re: notline miami
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on: February 25, 2014, 11:08:35 AM
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What are you using for networking? And for the whole game for that matter. I might be able to help as I have some experience with networking, spent around 200 hours trying to get it right for my game. I guess I succeeded (game was playable with 500 ping), but there were crashes resulting from my poor technical implementation.
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395
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Player / Games / Re: Android: Netrunner
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on: February 25, 2014, 10:43:01 AM
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This game seems super interesting, I loved Magic when I was a kid but was ultimately turned away by the amount of money you need to put into it to keep playing tournaments. I was curious to try one of those LCGs that keep popping up everywhere but- HOLY SHIT this game is RANK 5 on boardgamegeek and I never even heard of it??// How much deck building does the base box provide? And how important is deck building over all? I see the box has ~250 cards, how big a typical deck is?
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396
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Player / General / Re: Where should games go?
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on: February 25, 2014, 08:27:28 AM
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Posting in both subforums is fine, a devlog would be for posting your progress in any form you wish while your feedback thread might just contain playable builds for people to playtest and give opinions on.
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398
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Player / Games / Re: Games to play with your SO?
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on: February 22, 2014, 08:17:40 AM
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Magicka is amazing in co-op and playable over the internet. It's lighthearted and offers a lot of hilarious interaction between players in the form of combining spells but otherwise doesn't fit your style that much.
The new Rayman games seem perfect, but those are local co-op only unfortunately.
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400
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Feedback / DevLogs / Re: r0gu3
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on: February 17, 2014, 05:22:47 AM
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Checkout Teleglitch if you haven't already, I love the glitchy effects there.
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