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424
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Feedback / Finished / Re: Fez
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on: December 15, 2011, 05:15:37 AM
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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.
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425
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Feedback / DevLogs / Re: Octodad 2
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on: December 14, 2011, 05:26:07 PM
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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.)
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426
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Feedback / Finished / Re: Fez
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on: December 14, 2011, 02:40:45 AM
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FUCK YOU BUY ANOTHER ONE
Fez confirmed for dual-Xbox support!
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427
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Feedback / Playtesting / Re: Like A Bad Dream
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on: December 13, 2011, 06:48:48 AM
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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.
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431
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Developer / Technical / Re: Post if you just laughed at your code.
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on: December 10, 2011, 02:01:08 AM
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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: 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.
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432
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Developer / Indie Brawl / Re: Indie Brawl: Meta
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on: December 06, 2011, 04:38:41 AM
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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.
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434
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Feedback / DevLogs / Re: The Archer
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on: November 29, 2011, 01:11:37 AM
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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.
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436
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Feedback / Finished / Re: Red Rogue
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on: November 23, 2011, 12:27:18 AM
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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. 
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437
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Feedback / Playtesting / Re: Masjin [1.9b]
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on: November 22, 2011, 01:51:25 PM
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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.
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438
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Feedback / Finished / Re: Red Rogue
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on: November 22, 2011, 12:54:02 PM
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I can't get it to work anymore.
Also, using print screen and cropping it in paint take barely any time at all.
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439
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Feedback / Playtesting / Re: Masjin [1.9b]
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on: November 22, 2011, 12:48:50 PM
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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.
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440
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Feedback / DevLogs / Re: The Archer
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on: November 21, 2011, 10:27:57 PM
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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.
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