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878302 Posts in 32915 Topics- by 24330 Members - Latest Member: Mustaklaki

May 21, 2013, 02:30:37 PM
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1  Player / Games / Re: Games you can't remember the names of on: June 20, 2012, 06:34:15 PM
No. Sad I remember it being fantasy as there was some kind of magic. IIRC, one of the earlier battles happens in a castle of some sort.

I remember it looking a lot like Fire Emblem... but that wouldn't run on a NA NES, right? We'd need to have had a Famicom? And the scale of these fights seems to grand. I remember the movement being interior or a castle courtyard or something, not a world map.


Maybe I'm just losing it, or maybe it was on SNES or Genesis? I can't remember. All I know is that I was young and impressionable and it has burned itself into my brain. Sad
2  Player / Games / Re: Games you can't remember the names of on: June 20, 2012, 05:20:38 PM
This one is killing me. It must have been 12 - 15 years ago and I'm 90% sure it was on the NES. One night, my friend and I rented a game from Blockbuster (we're in NA). I was probably 7 or 8, tops. It was the first tactics game I had ever played. It was a topdown view and had battle sequences similar to something that I saw later in Fire Emblem. I thought it might have been an early Fire Emblem game, but looking at it now, it was only released in Japan and there's no way it was that.

I don't think it was on SNES; I remember it being on NES, but this was so so long ago. It stuck with me but I can't remember the details.

Can anyone rattle off some english tactics/strategy games on the NES? I'd love to figure out the name of this one, but it's a bit of a longshot.

SAVE ME, TIGS!
3  Developer / Art / Re: Creative commons pixel art on: October 13, 2011, 02:56:12 PM
The sexiness is overwhelming! <3
4  Player / Games / Re: The Binding of Isaac on: October 11, 2011, 10:25:32 AM
I've cleared the game 10 times now (just have to beat it with Huh?). I'm actually quite close to 100%ing the game, so I'm going to make a push for that and then give my final impressions.

I've gotten all of the 'clear the zone with 0 hits' achievements, too. Flying really REALLY helps in this area. Tongue

I have a lot of fun with it, but there are some unfair moments and things I don't agree with design-wise.
5  Player / Games / Re: The Binding of Isaac on: October 03, 2011, 02:11:44 PM
Does anyone know of a way to port your save file over to another computer?
I haven't looked, but I guess there really should be a save file somewhere.

Looking at the data now, it appears that it might be "Steam\steamapps\common\the binding of isaac\serial.txt". I'll try monkeying with this file later tonight to see, because this would help me in my quest to beat the game 10 times. Tongue
6  Player / Games / Re: The Binding of Isaac on: October 03, 2011, 10:01:01 AM
Having fun with it so far; cleared the game 3 times now (with each of the unlockable characters). I'll probably do the full 10 playthroughs at least, and if I'm close to all of the items at that point I'll go for full completion.

I hate that you can't minimize it and that you can't quick save for picking it up again later. And I think to include an achievement for 'beat the full game without taking damage' is beyond ridiculous considering there are some rooms where you can't help but take damage unless you can stun the enemies or fly. As mentioned above, the hit detection is funny at times and it's hard to exactly gauge where a bomb or shot is going to land.

Does anyone know of a way to port your save file over to another computer? I want to be able to play on my laptop on the way to work, but want to continue working on the save file from my main PC and transfer it back and forth. Something with serial.txt in the steam appdata?
7  Community / Competitions / Re: Ludum Dare 21! [Theme: Escape] on: August 22, 2011, 10:58:26 AM
I took part in this one for once! :D

Here's my entry:
http://www.ludumdare.com/compo/ludum-dare-21/?action=rate&uid=5586

I'm going to start reviewing games over lunch. :D
8  Player / Games / Re: Bastion is the game I wish I had made on: July 23, 2011, 04:13:53 PM
I can't stop playing this! It's gorgeous and plays really smoothly. There is a lot of skill-based mechanics with the movement and weapons, and I've yet to hit a dry point.

I love how you build up the Bastion and develop a sense of ownership with it.

I just find there is so much to do, and so many ways to play. Don't want to do the story? Do the weapon challenges or do the arena challenge events.

Only gripes would be that it sucks to HAVE to equip a weapon if you want to pick it up. They needed some kind of contextual system for that.
9  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: July 10, 2011, 06:44:04 PM
Quote from: Theophilus
I'm tired of posting ideas for competitions, I want to actually have one!

Me too! Who can we talk to to get the ball rolling?
10  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: July 04, 2011, 10:40:36 AM
I still think a "Co-operative" game to complement the "Versus" comp would be a great idea.

Agreed! I'd love to see a co-op compo.
11  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: June 27, 2011, 08:11:33 AM
I don't care what it is, as long as we get one soon! :D I'm jonesing for a new project and don't have the motivation to do something unless I'm in a battle against random people from the internet. :3

12  Player / Games / Re: League of Legends on: June 20, 2011, 12:46:11 PM
My favorite thing to do in this game is play Teemo, max CDR with runes and Nashor's, then build AP/AS. Move to their jungle and start crapping out shrooms and secure the whole jungle for yourself. If anyone makes a wrong move? Move quick and blast them down, then retreat to the safety of your mushrooms. :D

Nothing makes me happier.
13  Player / Games / Re: Starcraft 2 Tigsters? on: March 31, 2011, 07:32:19 AM
I play quite a bit. Diamond Protoss on NA server, same name as my I'd here. I'll throw a chara code up if I remember at work.
14  Developer / Technical / Porting 2D AS3 game to an iDevice... on: March 28, 2011, 01:45:12 PM
Hey technical folk,

I'm thinking of expanding my versus entry into a full game. I know how I'd turn this into a small level-based SP game with light local MP design-wise, but I'm trying to investigate the best tech to use. The idea is that I'd publish this on some sort of touch device as I think the main spawn mechanic would translate very well.

I'm thinking Unity would be a good choice as it would allow me to retain simple browser-based functionality while still giving me an easy port to iDevices, but since I'm going to keep the assets 2D I've read that the performance won't be so great once I have a ton of entities onscreen (unless using something like SpriteManager).

  • If you tried my entry and have Unity experience, does the game seem feasible in Unity? Any concerns looking at the prototype?
  • Does anyone have experience working with SpriteManager? How was it?
  • Does anyone have experience with cocos2D? That seems like a good Unity alternative.

Forgive me if these questions are simple and vague. I don't have any experience working with anything other than AS3, Gamemaker, and XNA and I've never finished anything further than my compo entry, so I'm trying to feel things out before I jump right in and find out my approach was the worst possible one. Wink

TL;DR: Suggestions for porting a 2D AS3 prototype to an iDevice and not have to worry about performance issues because of 2d? I've heard SpriteManager can make this happen for Unity, but how about other options?

Thanks in advance!   Kiss
15  Community / Versus / Re: [FINISHED] Battle Lines V0.31 on: March 23, 2011, 11:48:55 AM
Fluff! Amazing feedback! Thank you so much. Kiss I've responded in green below. This feedback is super valuable and is encouraging to receive. I'm glad you guys were able to have some fun with it. :D

We enjoyed this one. Everyone thought it was very cute!

Some thoughts:
  • We had trouble reading the white text on light orange on the TV we used. It wasn't a great TV, though.

Apologies for the orange background on white text; I should have put more thought into different TVs/Monitors. I guess the tutorial doesn't do a whole lot of good if you can't read it. Wink

  • It needs a replay button! We had to keep refreshing the browser.

As for a replay button, if you press [ESC] it will exit back to the main menu. I actually used to call this out in the game over screen, but for some reason I removed it right before the end. It never seemed like a problem to me because I knew the keys, but that's important feedback to miss. :D I've just snuck in a small fix for this by re-adding that text for the game over screen, as well as adding a 'restart' option by pressing [R].

  • We would have loved a dance party screen.

Yeah, dance party for the winning side would have been the way I'd like to have ended it, but project neglect meant that I had to settle for a purple screen with white text. Tongue

  • Eventually we found a strategy that we couldn't beat. Spam a little guy right away to capture the flags and then just send out single 200 level guys as fast as your money goes up. Nothing we tried could beat this.

Yeah, the winning strategy I've found is a big guy coupled with a few weaker ones right behind. I think I made the $200 too strong by giving them that much damage. I'm actually disappointed with the combat in this build; it's all resolved by frame. I started to add attack-speed and things like that but ran out of time, so it's all in at a super simplified level.

[/list]

It's good in its simplicity, but I feel like it needs something, some subtle tweak to keep it balanced or to add another level of strategy. Something to keep it from being essentially a numbers game.

Some quick brainstorms:
  • Maybe the order you send out units could be important somehow?
  • Perhaps higher level units could move slower. And faster units won't pass friendly slower units -- letting the stronger unit lead the charge.

These 2 items fit in well together. At the very end of development, I tried to hack in a change that would make movement speed relative to the unit's health but it just wasn't feeling right. That would have allowed for strategies and skill involving stacking units ontop of eachother at just the right timing, which would have definitely helped the strategy side of things and made the game a bit more engaging. I'd have loved to add a 2nd lane to conquer as well. Having a fight on 2 fronts would have made this a lot more engaging.

  • Or each level of unit could act in a unique way. e.g., Level 2 units jump, level 3 units push enemies back but don't damage them, etc...

I like the idea of having some variance, but I told myself I'd start with simple melee only and once that worked, add in archers and special units and such. Sadly, it remained in that state for the rest of development. Wink I like your idea about pushback/crowd control!

[/list]

Ok, my ideas are getting a little overly complicated now. We liked the game because it's simple and cute!

Anyway, we had fun. Thanks for making it!
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