Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1075991 Posts in 44156 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 10:29:01 PM
  Show Posts
Pages: 1 ... 32 33 [34] 35 36 ... 49
661  Player / General / Re: So Much Navel-Gazing on: July 28, 2008, 05:59:14 PM
Fixed it for you:

I'm going to put a sign above my computer that says, "CREATE."
662  Developer / Art / Re: tigsource draws robots on: July 26, 2008, 04:31:34 AM

I bought my first Wacom today. Figured I'd celebrate by chowing down on an angry robot burger.
663  Feedback / Playtesting / Re: Trackz! on: July 25, 2008, 12:00:57 AM
Hey,

I found a few minutes to play the tutorial levels and quite enjoyed 'em. A big turnoff for me though is the building interface. The manual task of selecting a tile, then picking a type of railroad to use in it, then rotating it to fit, all felt very tedious. Unfortunately the game's design precludes you from just moving the cursor to the next tile, since you don't necessarily know what that tile will be. Hrrm.

How about this?
Tiles are placed by selecting a tile type from the palette on the left, much like a tool in a paint program, and then painting them on the board. The mouse cursor should probably even change to look like the tile. This doesn't completely remove the problem, but it does mean that frequently used tiles like straights and corners could be painted in quickly.

It'd also be handy if corner pieces auto-rotated to match two adjacent tiles where possible, rather than just one.

I also found the interface design a bit manky at times, a good example being the post-game congratulation screen where it took me a while to find the close button. Most of the buttons could be bigger too.

After finishing the tutorial levels I opened up the first "real" level, thought about how annoying the interface would make it, and shut the program down Tongue

This game has great potential, but the interface is holding it back IMO.

Oh, and you really need to add sounds for every player input action. It makes a huge difference, especially in games that are all about clicking on stuff.
664  Feedback / Playtesting / Re: Trackz! on: July 24, 2008, 10:29:09 PM
I haven't played it yet, but I love the idea. Will try it out over the weekend.
665  Developer / Art / Re: tigsource draws robots on: July 23, 2008, 09:06:58 PM
Agreed.

I love the way the top muzzle flash projects a shadow onto the second one. Seriously. It's awesome.
666  Player / General / Re: TIGSource adventures on: July 23, 2008, 05:15:16 PM
EDIT: Was being vague, could have been interpreted badly.

Please instead accept my words of encouragement:

WORDS OF ENCOURAGEMENT
667  Feedback / Playtesting / Re: Atomic Worm on: July 23, 2008, 04:40:49 AM
I like it. The grid traversal is interesting, especially on the less regular levels. I think it starts out a little slow though, and can get a bit tedious when single levels take a long time to complete. Also I'd really like to have the little directional helper thingy on screen all the time, rather than just in the first few levels.

Hopefully more TIGers will overcome their prejudices against match-3 mechanics and give this a go.

Anyone?
668  Developer / Art / Re: The Uncanny Valley. Fact or Fiction? on: July 22, 2008, 11:29:25 PM
Relying on neither evidence nor heresay, I offer this theory:
FF:Spirits Within resides part way up the human side of the uncanny valley.

And yes, the dancing baby is freakish.
669  Player / Games / Re: Microsoft announces XBox Live Community Games details on: July 22, 2008, 08:21:33 PM
1 min games
That would be an awesome compo theme.
670  Feedback / Playtesting / Re: Ben There, Dan That! on: July 22, 2008, 07:00:25 AM
I went in to work on Sunday, started procrastinating, and played this game right through. The irony was strong that day.

Anyhow, I've been meaning to send a gratz. This game is shit hot. If the average adventure game was even half as good as this back in the late 90s the genre might not have imploded.
 Kiss Kiss Kiss
671  Player / General / Re: TIGSource adventures on: July 19, 2008, 07:14:19 AM

"Forward!"
672  Player / General / Re: MUTHERFUCIKNG OBLIGATORY DARK KNIGHT THREAD on: July 19, 2008, 05:09:40 AM
I enjoyed Hancock more.
Sorry folks.
673  Player / General / Re: phil fish adventures on: July 17, 2008, 10:33:59 PM
 Shocked Shocked Shocked Holy fuck. Shocked Shocked Shocked

When I met a bunch of TIGers at the Irish Bank (Beer!) I was afraid of the people outside the pub. I'd assumed all indie devs were nerdy little marsupials like myself. I'm lucky to have escaped with my sense of reality intact.
674  Player / General / Re: phil fish adventures on: July 16, 2008, 08:42:52 PM
The city I live in is too young for urban decay, so I satisfy my explorative urges in other ways. This pic is from one of my favourites.
675  Developer / Creative / Re: COLLABORATION on: July 16, 2008, 07:10:16 PM
"change" as in money, or "change" as in as good as a holiday?
676  Player / General / Re: Flagship Studios is no more. on: July 14, 2008, 03:41:51 PM
didn't someone in the IRC work for them?
I think so, yeah. Can't remember who it was though.  Embarrassed
677  Player / General / Re: attn: nerds. Lets play POKEMON! on: July 10, 2008, 10:09:47 PM
Can you play with those?
Not directly, no. They were a form of currency accepted by most of the playground organizations.
678  Player / General / Re: attn: nerds. Lets play POKEMON! on: July 10, 2008, 08:23:37 PM
Bloody hell. Am I the only person of a respectable age making indie games these days? Trading cards hit their peak before either you or your pokeymans were even conceived!

679  Developer / Art / Re: TIGSource MSPaints bits from video games on: July 09, 2008, 11:03:22 PM


One of my favorite games of all time.
I stopped playing this game once I realized the "drilling" was a metaphor.
It was just too creepy in that light.
680  Developer / Business / Re: What does your physical workspace look like? on: July 08, 2008, 01:57:01 AM
Bad camera + bad compression = less then beautiful
So... are you hiding a keyboard somewhere in that main desk, or do you code using three monitors and a control pad?
Pages: 1 ... 32 33 [34] 35 36 ... 49
Theme orange-lt created by panic