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1075793 Posts in 44144 Topics- by 36116 Members - Latest Member: Bhuiya

December 29, 2014, 05:00:49 AM
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1621  Developer / Indie Brawl / Re: Indie Brawl: Spelunker on: October 04, 2009, 02:17:12 AM
I also vote Derek.
1622  Feedback / DevLogs / Re: DRYPOINT - R2 on: October 03, 2009, 03:02:04 PM
It worked Beer!

EDIT: You should have a few instructions on how to do ij jumps, so people can find the way that works for them.
1623  Feedback / DevLogs / Re: DRYPOINT - R2 on: October 01, 2009, 04:43:36 PM
Download seems broken- "zip file is corrupt" I tried re-downloading; didn't work.
1624  Feedback / DevLogs / Re: Boss Rush on: September 30, 2009, 09:57:52 PM
Protip:  The whiteboards at my local Staples were actually HALF the price for the equivalent whiteboard at Office Depot.  Crazy!  So comparison shopping pays off!)

Comparing prices just saved me about $60 bucks on a router!

Back on topic: It's been a week.
1625  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 30, 2009, 07:04:45 AM
Also, the rings drift outwards from the beam after as the beam is on the screen. They start at about where they are in Winterous's picture, and my pic as about the end of the animation.

Here's a better quality pic:



EDIT: Also, I just noticed that there is a little red particle coming off the gun going backwards. It would look cool to work that into the animation. (there are actually a few, but this pic was near the end of the attack)
1626  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 29, 2009, 09:44:36 PM
Oh, I forgot to say I support the Plasma Cannon. I had a big post with some examples and good points towards it, but my computer and I don't want to type them out again, so just pretend I made some good points.
1627  Feedback / DevLogs / Re: DRYPOINT Released on: September 27, 2009, 09:12:11 PM
I think the difficulty curve is too high. You have every jump in the first level. You should have every level introduce one new jump, (slide jump, ij jump, around a pillar, diagonal jump, possibly more) and have that jump right in the beginning of that level to practice on.

Also, here are is a hard jump that I've only done once: (side view)
Code:

 Of   s: start
sOO   f: finish
OOO   
Around a pillar and up a level.
1628  Feedback / DevLogs / Re: DRYPOINT Released on: September 27, 2009, 07:37:43 PM
The way I do ij jumps is I looks straight down, jump just as I reach the edge, then do a quick 180 with my mouse. I can do multiple ij jumps in a row without stopping using this method.

I didn't find this very difficult at all. However I did start playing on the old version, (which takes five minutes to do the one level one it) so I would suggest playing that. (and you should totally put that level back in the game somehow. Maybe it could be a branching path from the tutorial room or something)
1629  Feedback / DevLogs / Re: DRYPOINT Released on: September 27, 2009, 01:24:50 AM
I had played every build up to now, so I only died about 3 times on the final build, all on this jump in the third level:
(side view)
Code:
OOO     O: block
SOE     S: start
OOO     E: end
Jump around a pillar starting with a block over my head.

EDIT: here a picture:
http://img35.imageshack.us/img35/3334/dry1.jpg
And I realized that that level has ground below, so that makes 0 deaths.
1630  Feedback / DevLogs / Re: Jables' Adventure on: September 27, 2009, 01:18:14 AM
I think a combination of both tapping and holding would work. Make a small burst of speed when you first tap the button, then decelerate to a slower speed.
1631  Feedback / DevLogs / Re: DRYPOINT - v.1b ( Hard game ! ) on: September 25, 2009, 06:21:39 PM
You can jump around a pillar with a single jump without moving diagonally. I Have done programming myself and the real reason is that hes too lazy to make it work properly. (It is pretty annoying to fix it, but mostly just take a long time. And it could depend on the way the engine works.)
1632  Developer / Indie Brawl / Re: Indie Brawl: Naija on: September 25, 2009, 02:57:01 PM
It doesn't have to be that long of a charge-up, and we could make the range a bit longer to compensate.
1633  Developer / Indie Brawl / Re: Indie Brawl: Naija on: September 25, 2009, 02:28:14 PM
I got Ninja'd, but I was more descriptive, so:

Her ^S should act like Fox's ^B form ssb have her changing forms for the charge up, then have her fly in the direction you point in. We should also limit it to 8 directions; both for keyboard aiming and ease of animation. We'd only need to flip sprites and rotate the forward one for up and down.

Edit: We could have sun form for her vA
1634  Feedback / DevLogs / Re: DRYPOINT - v.1b ( Hard game ! ) on: September 25, 2009, 02:21:59 PM
What's the second height meter for? It just constantly moves up.
1635  Feedback / DevLogs / Re: DRYPOINT - v.1b ( Hard game ! ) on: September 25, 2009, 06:46:57 AM
I find it's easier to do ij jumps while looking down.
1636  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 22, 2009, 10:32:50 PM
Quote
THE KICK: In her game, it's a bit of a jump kick. Hops up, raising the left leg a bit higher, then pivots left, bringing the left leg down and the right leg forward.

I was suggesting that, but higher to make it work as a up move.
1637  Developer / Indie Brawl / Re: Indie Brawl: Lyle on: September 21, 2009, 11:24:01 PM
I imagined he would summon it and then smash it in front of him, making it a slow, powerful melee move with ok range. You should at least have pressing vS again do this instead of nothing. You could make vS do this for all items, he just smashes anyone in front of him with the object, doing more damage than normal.
1638  Developer / Indie Brawl / Re: Indie Brawl: Cabadath on: September 21, 2009, 11:17:29 PM
He'll probably eventually be a character anyways, don't worry about using all his animations.
1639  Developer / Indie Brawl / Re: Indie Brawl: GO HERE FIRST on: September 21, 2009, 11:12:56 PM
Slots are open, but we won't start working on new characters until the current ones are finished. And I'm pretty sure theres already a lineup.
1640  Feedback / DevLogs / Re: Boss Rush on: September 21, 2009, 10:57:08 PM
So who knows, you WILL get a chance to play a bit sooner than that... Smiley
Fix'd. Or else.
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