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1075755 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:40:35 PM
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301  Community / Jams & Events / Re: Indie Meet-up in Kyoto/Osaka on: May 26, 2011, 08:31:21 AM
Hey Marcus & Charybdis

What a nifty thread. I am currently employed at Q (in Kyoto) and would love to meet up. So please keep me up to date on any future shenanigans!


 Smiley
302  Developer / Business / Re: Flash Game License on: May 05, 2011, 02:52:55 AM
I feel that that the average money earned on FGL is quite low because most of the games on the site are uninspired and just not fun.

My small Flash game, Wasabi, was sold on FGL for about $4.2k for a primary license. The game took me about 2-3 weeks to develop. I'm sure if you make a fun game with enough content, you can very likely make the same if not more.
303  Feedback / Playtesting / Re: Meritocratic Individualism on: May 05, 2011, 02:09:46 AM
First impressions: User interface doesn't seem very user friendly and definitely not intuitive. More feedback (visual/audio) would be nice. Also, the bird noise really gets annoying after awhile.
304  Developer / Technical / Re: World Generation? on: May 03, 2011, 08:00:46 AM
For caves I highly suggest using cellular automata: http://roguebasin.roguelikedevelopment.org/index.php?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels
305  Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea on: April 05, 2011, 09:50:47 PM
Wow, I'm very happy to hear that people are still interested in my game.   Grin

I started this game when I was still in graduate school. But since recently I've been hired as a game programmer, I've been quite busy.

I do hope to get back into it eventually, but I'm just not sure how soon. Will definitely keep yall up to date.
 Gentleman
306  Developer / Portfolios / Re: Miguelito's 2D art (pixel + painterly) on: April 05, 2011, 05:35:02 PM
Hello,

I am the fella that worked with him on the underwater game. I would like to say that Miguelito comes highly recommended. He will make you art in a jiffy-wiff without any compromise of quality. Smiley
307  Feedback / Playtesting / Re: Hydraman - Global Game Jam on: February 01, 2011, 02:00:11 AM
Really cool mechanics. The splitting animation and "multi-platformer" gameplay is really neat. I like it! Smiley
308  Feedback / Playtesting / Sun God on: January 31, 2011, 12:40:56 AM




Over this past weekend, I’ve participated in the Global Game Jam 2011 event hosted at Los Angeles.

The game we produced was called Sun God and was created in less than 48 hours. In this game, you play as an omnipotent God which controls the weather in order to prevent the militant vegetarians from consuming the island’s endangered plants.

The theme of this year’s Global Game Jam was “extinction”, and we felt that the mechanics and art direction of Sun God supported the theme quite well. However, there is no end-state of the game; basically the goal is to survive as long as possible.

Please let me know what you think!

[ Play Game ]
309  Feedback / Playtesting / Re: Zen Machine (Visual Music Composer) on: November 20, 2010, 09:33:47 AM
I've been working on an iPad project this month that's turned out sorta similar:

Really cool. Do you have any videos of it that I could see?
310  Feedback / Playtesting / Re: Zen Machine (Visual Music Composer) on: November 19, 2010, 11:40:51 PM
Thanks for your kind words!  Smiley

When I find some time, I would definitely try to add more features. And thanks for all those tips. I feel that allowing the user to change tempos as well as the chords/instruments would be a really neat feature as well.

lol the random button produces stuff that sounds more musical than my attempts
LOL. That's pretty funny Smiley


I was thinking of having Square Boxes be percussion notes, thus allowing the user to visually design a beat.
311  Feedback / Playtesting / Re: Through, A Roguelike on: November 18, 2010, 06:39:19 PM
Bumpity bump.   Hand Thumbs Up Left Smiley
312  Feedback / Playtesting / Zen Machine (Visual Music Composer) on: November 16, 2010, 12:02:13 PM


In an effort to mix color theory and music creation, I have concocted this visual music composer application.

Each color on the wheel corresponds to one musical note in the C-Maj-7th chord. The color wheel has four octaves of notes that may be used to color the melody of the song. The Major-7th chord was chosen because I find it to be the most pleasant out of all the chords.

This project was coded in C++ using OpenFrameworks. Coded in two days.


==== CONTROLS ====
F - Fullscreen
Space - Toggle Play/Pause
Right-Click - Sample Color
Middle-Click - Destroy Color


Any feedback is greatly appreciated! Smiley


Also, I made a video demonstrating its coolness.


Download Here  - Windows (2.1 MB)
313  Feedback / Playtesting / Re: Through, A Roguelike on: November 13, 2010, 06:40:02 PM
I downloaded the new version to make sure that the gameplay was still fresh. Is definitely is!
314  Feedback / Playtesting / Re: Through, A Roguelike on: November 05, 2010, 10:18:57 AM
The interwebs is pleased.
315  Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea on: October 30, 2010, 09:44:22 AM
Will the difficulty of the enemies increase as you go farther and as you dive deeper? Or just farther?

The difficulty of the monsters will increase in both directions. That is, enemies will be more difficult the deeper you go and the farther out you are from town.
316  Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea on: October 29, 2010, 12:48:07 PM
It would damage the tone of the game if the monster just stole his lunch pail, but functionally it'd be the same.

Functionally, it would not be the same because if a monster were to steal his lunch pail, it would not be enough of a driving force for the character to want to embark on the journey and therefore would diminish the gameplay.

Anyhow, I can't believe my dev log has spiraled into a talk about feminism and misogyny. Let's stop it here and let's get back to gameplay!
317  Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea on: October 29, 2010, 11:34:32 AM
Thanks Peevish, I am glad you enjoy my game.  Smiley

I hope to find time in the future to start implementing some enemies. I actually have about 14 enemies planned!

True, I did not analyze the implications of using the save the princess motif to such a deep level because, honestly, I do not really care much for its social implications. It's a light-hearted game which borrows from the motif in order to provide a backbone to drive the gameplay.

But if we are really trying to get into it...

The fact that in my game, it's a male who saves the girl does not necessarily imply that the male is exerting his dominance over his girl. He is just trying to save his partner who is in distress. I view it as a sign of respect that he cares enough to save the life of a significant other.

So what is misogynist about it? Is it the fact that a single female should be empowered enough to save herself from the grasp of a 200ft tentacled sea monster? Would it be more socially conscious if the male just hung out and assumed that the female is strong enough to save herself? Then where will the game be? Leave it to the feminist to over-analyze the situation.

Does it matter if it's a guy saving a girl? Or would it be better if it's a girl who saves the guy? Or even, we can take the more modern-progressive approach and say that it's one dude saving his boyfriend.  The "save the princess" motif is so ingrained in our culture that one game or even the entire game industry is not enough to eradicate the problem; that is, if it even is a problem..
318  Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea on: October 28, 2010, 09:28:48 PM


Been extremely busy with school lately, but I managed to program in some parallax sunbeams during the break.

Also, a snuggly little dolphin follows you while you are sea-faring!

319  Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea on: October 24, 2010, 07:40:47 PM
So I'm sitting in an Italian restaurant eating dinner, and what do I hear play in the background? "Between the Devil and the Deep Blue Sea."

LOL, that is great. It makes me happy that you thought of my game. I actually got the name from Thelonious Monk's rendition of that very song.  Didn't learn until after that it was quote a famous song..
320  Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea on: October 21, 2010, 04:15:47 PM
Like you should break style for a sec and have him come out of nowhere n just go nuts, then leave. I think that'd be fun.

The reason why I didn't reveal the monster in the beginning is because I wanted to add a cloud of mystery and tension to the beast. Is he some crazy looking beast? Is he a squid, an octopus? Who knows. All you see is his silhouette below.

Also maybe there could be a side-thing goin on where you have to find 3 specific pieces underwater, and then the weapons guy will build you a drill with which you can drill through walls- or y'know, just some cool item.
I just got bored shootin fish after a while n thought it'd be good to have somethin to look for.

Pretty cool idea. Miniquest might make the game a bit more interesting.. Thanks!
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