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879799 Posts in 33006 Topics- by 24379 Members - Latest Member: alisiahl87

May 25, 2013, 01:21:09 AM
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31  Developer / Feedback / Re: FamiEngine v1.0 on: October 25, 2010, 03:39:55 PM
This looks very interesting. I started making an "NES-styled" game a while back, but now I think I'm going to make it a proper NES game.

http://forums.tigsource.com/index.php?topic=15003

32  Developer / Art / Re: Art on: October 18, 2010, 05:09:10 PM
Practicing facial anatomy.

33  Developer / DevLogs / Re: Agäpe | NES-style Adventure Platformer on: October 15, 2010, 06:52:55 PM
Quote
You might consider a mapping scheme I'm thinking of working with, where
the mapgrid is vertically offset half a screen (or the scenes are 2 screens
tall, with alternating barriers)... this way, you can keep it side-scrolling
oriented and still have each scene potentially access 4 more on a horizontal
level alone. Kind of like a squared-off hex grid.

I think I was planning to do something similar (if I'm picturing what you're saying correctly).

Quote
I thought it might be ice for a moment, too, but I'm assuming the water
is/will be animated.  If that's the case I don't think anyone will mistake it
for ice in-game since, you know, ice doesn't tend to move of its own accord.  I
say keep the caustic rays (a.k.a. shine line things) and just make sure they're
animated along with the rest of the water (surface undulation and rising
bubbles).

Exactly.

34  Developer / DevLogs / Re: Agäpe | NES-style Adventure Platformer on: October 12, 2010, 11:55:02 PM
necromian: I am willing to collaborate as far as design goes, but not to the extent that I have to change the main character. Also, I do not want the game to be entirely based on reflexes or fast paced combat. This game is meant to be focused on the quest of the game, with combat as a means to complete your quest.

A little graphical update:



35  Developer / Feedback / Re: Dusty Sprocket - A Side-Scrolling Strategy Game on: October 02, 2010, 09:49:53 PM
The game looks amazing! Are you doing the programming?

I really liked the "How to" videos on your site. For some reason, I just love watching other people drawing stuff Hand Thumbs Up Right
36  Developer / DevLogs / Re: Agäpe | NES-style Adventure Platformer on: September 26, 2010, 08:20:39 PM
Thanks man. I'll be she to introduce myself if it isn't too late.  Facepalm

I'll be posting the artwork here as I go along. Hopefully it will interest a programmer in the future.
37  Community / Announcements / Re: The Obligatory Introduce Yourself Thread on: September 26, 2010, 08:01:57 PM

Hi guys, I'm Andrew. My first experience with game dev was when my friend introduced me to Game Maker about 7 years ago. Since then, I've started a countless number of projects that were never finished (except for a game I made in 3 hours for a Poppenkast Compo  Lips Sealed.) I've tried learning C & C++, but I never really committed to it. I have, however, found a something that I'm somewhat competent at: pixel art.

I am currently working on a project, which can be found here:  http://forums.tigsource.com/index.php?topic=15003.0
38  Developer / DevLogs / Agäpe | NES-style Adventure Platformer on: September 26, 2010, 01:30:02 PM
αγάπη
agäpe

Agäpe is an adventure platform game using the NES palette. I began to program this game on my own, but I gave up on it due to my lack of ability. (I'm currently looking for a programmer. Hand Thumbs Up Left) My idea is to make the game nonlinear. The game is set up like a top down game, but with the view and physics of a platformer. When you reach the end of a room, you have the choice to go right or left, up or down, etc.

















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