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362
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Feedback / DevLogs / Re: Shark Week
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on: December 05, 2010, 08:00:28 AM
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 Haldo, asses SO THEN, after some innumerably dangerous trials forcing my buds and I (grammar first fellas) to each use the individual skills we have gained since SOMEBODY messed with our bodies. We journeyed through the deep cave, fighting tons of crazy creatures along the way, one of them was like, a porpoise... android thing? a porpoid??? And some kind of Whale Shark mechaniloid?? A whaloid maybe?? ?? ?? ?? I dunno, anybody who would give his mooks a name scheme like that terrible thing I made up deserves to be burned alive in a deep hole full of hermoids. Smell ya' later fellas
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363
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Developer / Design / Re: Character Regression as a successful game mechanic?
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on: November 27, 2010, 08:39:53 AM
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Old master the beat'm up
You start young and arrogant and with too much power, but as you age you need to trade power for wisdom and learn to control how to make efficient blow and keep your stamina up.
this could make a really interesting beat-em' up. your actual physical strength weakens but your martial arts technique increases, requiring more finesse as the game goes on. 
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365
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Feedback / DevLogs / Sharkaiger (Shark Week)
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on: November 17, 2010, 06:48:04 PM
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 Sup, fools The name's Red. I'm a shark, or I was anyway. Me and a few of my buddies were taken by some weird looking creatures and woke up in an underground lab. Our bodies had been altered, turned into soldiers with some crazy powers, but we managed to escape before they used their wacky mind control voodoo on us. Now we are trying to escape, using our individual powers to get out of this cave. It isn't going to be easy though, whoever it was who kidnapped us has a whole army of modified ocean life just waiting to tear us to shreds. Good thing they don't know what they're up against or they'd be running away like little pups and we wouldn't have any fun. Bye for now 
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367
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Player / General / Re: Spineless gamers?
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on: November 17, 2010, 04:43:03 PM
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i do agree that games often handhold the player through the process these days and, while it isn't a problem perse, i would still like to see more difficult games, but i wouldn't say your game is all that great of an example of this.
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372
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Player / Games / Re: Retro City Rampage
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on: November 09, 2010, 05:54:07 PM
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yeah, pumping something full of references can be lots of fun if you do it with some finesse
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376
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Developer / Tutorials / Re: Game Artwork: Choosing the Style that's Right for You
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on: November 03, 2010, 04:27:34 PM
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just as a comment or whatever, when i come up with a game idea i usually dont put a ton of thought into the art style, i just draw whatever feels natural for the concept. granted i'm an artist, not a programmer, so maybe that kind of thing comes easier or something, but thats just my two cents
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377
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Feedback / DevLogs / Re: Super Smash Land - Gameboy Smash Bros.
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on: October 28, 2010, 05:35:50 AM
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one of the graphical problems is that you are trying a bit too hard to make it look like smash bros. smash is a 3d game and in a much higher resolution, if you give such cartoony characters such small, undetailed heads and things, they lose their personality. same with the animation, 2d animation inevitably needs to be drawn differently than 3d. i'm not saying you should make it look exactly like mario land, but make it look the best it can instead of "as much like smash bros as it can"
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379
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Developer / Design / Re: do High Scores matter.
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on: October 19, 2010, 05:11:16 PM
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i always like getting high scores in actual arcade cabinets because it makes me feel badass. otherwise i dont care much. i guess it works sometimes in game like rescue the beagles and probability 0
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380
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Developer / Art / Re: show us some of your pixel work
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on: October 19, 2010, 05:26:01 AM
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there's definitely things i would've changed if i had more time (more work on the sky, smoothing out the logo) but I only had one day and my english teacher wont give many fucks either way
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