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

Login with username, password and session length

 
Advanced search

1076054 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 06:30:34 AM
  Show Posts
Pages: 1 ... 20 21 [22] 23 24 ... 99
421  Player / General / Re: Post your favorite webcomic on: December 19, 2011, 05:51:24 PM
I haven't stopped liking xkcd.
422  Feedback / DevLogs / Re: RENEGADE on: December 19, 2011, 07:05:38 AM
woooooooooooooooooo
423  Feedback / Playtesting / Re: Masjin [Level Editor!] on: December 18, 2011, 02:32:48 AM
Those extra blocks look just like the control point in the middle of the map normally.
424  Feedback / Finished / Re: Fez on: December 15, 2011, 05:15:37 AM
I remember how long it took me to make the PC version of Darksiders even accept any input. I don't want to go through something like that again.
425  Feedback / DevLogs / Re: Octodad 2 on: December 14, 2011, 05:26:07 PM
It was proven he wasn't an octopus when he climbed the ladder at the end of the first game. (Well the end before the update.)
426  Feedback / Finished / Re: Fez on: December 14, 2011, 02:40:45 AM
FUCK YOU BUY ANOTHER ONE
Fez confirmed for dual-Xbox support!
427  Feedback / Playtesting / Re: Like A Bad Dream on: December 13, 2011, 06:48:48 AM
I made a game with gravity that was a space game and you could orbit around planets and stars and stuff.

I then copied the gravity code from that game into the grandma engine for fun.

Then I got this.


Also: no, there isn't any more to the game. I felt like this game was too dumb to deserve more rooms, and it would be difficult to make everywhere get-stuck-proof.
428  Feedback / Playtesting / Like A Bad Dream on: December 13, 2011, 12:25:31 AM

Like A Bad Dream is a platformer based of of a kinda silly gimmick.

It's my slightly late submission to the Game Prototype Challenge version 10. It's not at all finished and probably won't be. It also has almost no real graphics.

http://www.mediafire.com/?d1o8b7fk591wa97
Use the arrow keys to move and X to jump.
429  Feedback / DevLogs / Re: The Elements of Magic (Updated December 12) on: December 12, 2011, 09:11:24 PM
Does Mr. Cloud summon a rainbow at any point? That was a pretty cool attack.
430  Feedback / DevLogs / Re: devlog: DREAMS and COLLECTIBLES for gpc anniversary :3 on: December 10, 2011, 02:41:13 AM
If it makes you feel any better my game is currently titled: "icouldntthinkofagamewithdreamsandcollectablessoimadethisinstead"
431  Developer / Technical / Re: Post if you just laughed at your code. on: December 10, 2011, 02:01:08 AM
I had some functions inside functions, and it was really hard to read what part did what. Then I had an an idea, and this happened:
Code:
        motion_add
        (
            point_direction
            (
                x+(sprite_width/2),
                y+(sprite_width/2),
                other.x+(other.sprite_width/2),
                other.y+(other.sprite_height/2)
            ),
            (other.sprite_width*other.sprite_height*.8)/
            (
                point_distance
                (
                    x+8,
                    y+8,
                    other.x+(other.sprite_width/2),
                    other.y+(other.sprite_height/2)
                )
                *100
            )
        )

At least I can read it now.
432  Developer / Indie Brawl / Re: Indie Brawl: Meta on: December 06, 2011, 04:38:41 AM
Princess pitch might even have enough attacks to be a full character. We already have a lot of projectile characters, but let's see how many possible moves I can list off: (just vague ideas, not actual moves)

Bricks
Icethrower
Rainbow shots; Shooting them at an angle with the bounce could be neat.
Suplex
Counter; could be separate from the suplex.
Triple shot of something; probably bricks
Rainbow laser; (rainbow with the "power" pickup)
Golden bricks
Catstrike

There's the 3 secret pickups too. I've found one of them, I don't remember it that well, but I think it was a giant explosive flamethrower that covers like half the screen. Can't see it working well as a move though. I haven't unlocked all the tips yet, could be some stuff there I haven't seen.



I think she could work as a character, but some of her moves would have to be dumbed down a bit, and like I said we already have a bunch of ranged characters that she would be all that different from.
433  Feedback / DevLogs / Re: The Archer on: December 06, 2011, 04:18:03 AM
Well at least it'll still be on the first page when he gets back.
434  Feedback / DevLogs / Re: The Archer on: November 29, 2011, 01:11:37 AM
The lighting system couldn't change the text and level button colour, although it could do the background. Probably possible with surfaces and some shenanigans.
435  Feedback / DevLogs / Re: The Archer on: November 28, 2011, 10:53:15 PM
I like the higher contrast of the first one.
436  Feedback / Finished / Re: Red Rogue on: November 23, 2011, 12:27:18 AM
I really like going through the huge dungeons, but I do think they should grow more gradually.

Also maybe you could make it so each dungeon doesn't spawn every monster type up to it's level, but picks a few types and spawns only them. Bigger dungeons later on would have more types of monsters at a time, and the first couple would be fixed of course.
To make certain types hang out together you could make the choices past the first be weighted differently depending on the first one chosen, or make some pre-set groups of monster to pick from.

Also if you have indifference equipped and then equip something else, indifference doesn't break.


EDIT: A chaos wall in a vertical shaft just pulled me into a wall. The way the game handled it was very nice though; almost felt intentional. I was still holding down after falling through a platform (So I was still in the "automatically fall though all platforms and ladders" state.) if that helps at all.
437  Feedback / Playtesting / Re: Masjin [1.9b] on: November 22, 2011, 01:51:25 PM
The game does have grenades, and the grenades destroy any blocks in the radius, and if a block is destroyed, the mine on it goes away too.

A row of mines isn't hard to deal with unless you just run towards the other base blindly.
438  Feedback / Finished / Re: Red Rogue on: November 22, 2011, 12:54:02 PM
I can't get it to work anymore.

Also, using print screen and cropping it in paint take barely any time at all.
439  Feedback / Playtesting / Re: Masjin [1.9b] on: November 22, 2011, 12:48:50 PM
No, It's too easy to destroy blocks.

Also, a tip for getting rid of mines, dig into the mined block from the side to get rid of the mine.
440  Feedback / DevLogs / Re: The Archer on: November 21, 2011, 10:27:57 PM
I like how they're floating off the ground, I really feel like I'm in the forest.



But seriously, aside from that it looks great.
Pages: 1 ... 20 21 [22] 23 24 ... 99
Theme orange-lt created by panic