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1075767 Posts in 44140 Topics- by 36113 Members - Latest Member: Hardcore2dacore

December 29, 2014, 01:05:49 AM
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Pages: 1 ... 44 45 [46] 47 48 ... 59
901  Developer / Art / Re: RUNMAN!!!! on: February 02, 2010, 08:27:59 AM
The description of the drawing sounds amazing.
902  Feedback / Playtesting / Re: The Corporate Adventures of Mr. Mask [GGJ 2010] on: February 01, 2010, 06:51:05 PM
"Mission complete"

I liked it very well executed, the swapping was pretty fun as soon as you got it.
Perhaps some manholes along the way could have maybe been fun as maybe a danger, but overall, good jorb.  Hand Metal LeftNoirHand Joystick

edit: oh I wasn't correcting you spelling just quoting the game.
903  Feedback / Playtesting / Re: Operator; Global Game Jam Calgary on: February 01, 2010, 05:56:50 PM
I sent them a message asking them to take it down as they had no permission to put it up.
Waiting for a reply now, if I don't get one by tomorrow I'll spam their contact box even more.

argh my bad, I feel I made a bad comment. Embarrassed
Made an ignorant comment on the playedonline site, people complaining it was 3 players I said 'we "won" locally because it was 3 player'
after I read it I felt like a douche and couldnt remove it... D;
904  Feedback / Playtesting / Re: Operator; Global Game Jam Calgary on: February 01, 2010, 03:36:58 PM
Noooooooo! I don't have three players!  Cry
*Friends not included  Sad

Oops I did forget Greg, there I added him all fixed. ^.^;
GGJs going to feature it? I'll be sure to look out for that.
905  Feedback / Playtesting / Operator; Global Game Jam Calgary on: January 31, 2010, 08:33:36 PM
Presented by: Team Loud

GGJ-2010 Achievements: 
Instant Online Gratification Game
Singing the Body Electric
Over Achiever
Community Game

PLAY NOW

Jammers;
Stacked team
Chevy-Ray Johnston (programming and menu art)
Matt Thorson (programming and music)
Greg Whistance-Smith (level design and game design)
Calvin French (programming)
Derek Boe (in-game art)
Johnathon Meret (in-game art and help)

Framework: Flashpunk

Theme: Deception
Sub-category options: A Trade, a raid, or a maid. ( we went with all 3 )
Players: 2 players - 1 operator

A fast-paced party game where two players, the Eaty Guys, must duke it out in an arena to out-eat one another.
The twist? Enter player 3, Operator. The arena are full of deceiving tricks and perils, and only the Operator knows what these are, resulting in a psychological (and laughable) triangle of trust and deceit to the last eat!
Eat, regurgitate, eat, die.

Some level glitches here and there, not enough test time during dev...




(lol I see a tiling error on my part)

Played locally on one computer, one keyboard, no gimmicks required.
Live in the day-long life of the Eaty Mans.

Controls
WASD and arrow keys



906  Developer / Creative / Re: So what are you working on? on: January 31, 2010, 02:26:18 AM
2 player food raid collecting game mockup.
907  Developer / Creative / Re: So what are you working on? on: January 27, 2010, 04:36:12 PM
Made in Flixel, working on slopes at the moment and some more gfx.
This looks retro in ways I enjoy.
Thanks buddy. :D
908  Developer / Art / Re: show us some of your pixel work on: January 27, 2010, 07:46:00 AM
I like low color arcade like games? :/
909  Developer / Art / Re: show us some of your pixel work on: January 25, 2010, 08:09:33 AM


910  Feedback / DevLogs / Re: Game Dev Diaries: zelda-crimsonland-diablo-like-vlog on: January 10, 2010, 08:09:20 AM
Hmm, as I mention in the comments that some monsters should use weapons.
I really dont think enemies slashing at you would confuse you of who your player sprite is.

But like I picture your new goblins to be swipping at you with maybe even small daggers.
I just think that sprite collision enemies seem boring, and ones that actually attempt to melee attack you would be difficult to get close to.
911  Feedback / DevLogs / Re: Game Dev Diaries: zelda-crimsonland-diablo-like-vlog on: December 31, 2009, 12:13:53 PM
I assume you gave yourself every item so that is why your inventory is so large.
Unless every time you kill a monster your given a weapon?

Maybe a smaller inventory could work so players have to pick the weapons they want to keep along the way.
Because a person cant carry 30 bows, and 50 swords.
Though I guess if you want to have a bunch of weapons and a huge scrolling vertical inventory then go for it.

Having that many items in your inventory is kind of like, pointless to me so many options to pick from when playing I'd realistically find the best 2-3 elemental items and just stick with them.
Since I would be less likely to use a weaker weapon when I find a new one.
Unless your weapons break thats lot of items to choose to really make weapon changing effective.

But thats just my opinion I could be wrong.

Think you could throw in some kind of keys?
Either to unlock doors or maybe chests?
912  Feedback / DevLogs / Re: Game Dev Diaries: zelda-crimsonland-diablo-like-vlog on: December 31, 2009, 10:20:08 AM
Your weapons need to maybe stack, it doesn't make sense that the player is carrying 20x bows of the same kind.

Other then that it's looking cool.
913  Developer / Art / Re: show us some of your pixel work on: December 28, 2009, 10:49:52 AM

I tried making a "bullet time" effect on the pistol.

914  Developer / Art / Re: Mockups on: December 27, 2009, 07:30:29 AM
915  Developer / Art / Re: show us some of your pixel work on: December 26, 2009, 09:14:00 PM
 Shocked Those are some long legs, and very short arms.
He's almost like a T-rex

Hand usually reach down to about mid thigh area.


His head is also too forward, and he has no neck. Tongue

Well getting proportions right just usually helps with the animations flow.
916  Developer / Creative / Re: So what are you working on? on: December 26, 2009, 11:14:42 AM
Click the image for a youtube video.
917  Feedback / DevLogs / Re: Transdimensional Hellspider (finished) on: December 25, 2009, 12:38:46 PM
I highly approve of this game, it's awesome.  Hand Any Key Addicted
918  Developer / Art / Re: show us some of your pixel work on: December 25, 2009, 12:26:49 PM

The attacks are all still pretty weak in believable weight.
I'm barely trying on this one.  Facepalm

Progress from left to right.
919  Developer / Art / Re: show us some of your pixel work on: December 25, 2009, 01:35:12 AM

920  Developer / Art / Re: Art on: December 24, 2009, 07:14:34 AM
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