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1076036 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:36:57 AM
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521  Community / Competitions / Re: LD24 August 24th on: August 26, 2012, 03:06:06 PM


http://www.ludumdare.com/compo/ludum-dare-24/?action=rate&uid=5551
522  Community / Competitions / Re: LD24 August 24th on: August 25, 2012, 10:16:43 AM


It's at the point where you can fairly honestly say there's gameplay. I've got a limited pool of mechanics and I'm going to spend the next day just trying to perfect them. I'm on schedule and overall things have gone suspiciously smoothly so far.
523  Community / Competitions / Re: LD24 August 24th on: August 24, 2012, 08:27:51 PM
I'm kind of sick of making platformers, and this theme lends itself better to strategy/god games anyway. Have some decent ideas cooking up already.
524  Community / Townhall / Re: Mysterious Song (PC Engine) on: August 22, 2012, 11:27:56 AM
I remember Mysterious Song! One of my early ventures into JRPGs. From what I remember, it was short but hard, and the ending made me tear up a bit.

Like you said, this is niche as hell, but I found a gameplay video on Youtube and I can tell it's made with true indie passion.
525  Feedback / Finished / Re: RULES on: August 22, 2012, 04:54:42 AM
Is there any reason to use the main Feedback forum instead of this one now?

Looks like the main Feedback forum is used for games without a TIGSource devlog.
526  Community / Competitions / Re: LD24 August 24th on: August 22, 2012, 02:10:02 AM
I just know I'm going to have the inspiration of a lifetime this LD, get into the top 3, and won't be eligible for cash prizes because my game isn't compatible with Kongregate. story_of_my_life.jpg

Also I actually like the round 2 winners. Hopefully 'construction and destruction' will prevail over 'abandoned'.
527  Community / Competitions / Re: LD24 August 24th on: August 21, 2012, 02:30:11 PM
'Survive' is just one of those ultra-generic themes like 'escape' where pretty much any imaginable game applies, so it kind of defeats the purpose of having a theme.

It's kind of funny how you see so much votes for those themes, but the community response is all complaints.
528  Community / Competitions / Re: LD24 August 24th on: August 20, 2012, 03:19:28 PM
I'm more comfortable with a theme that covers a mechanic rather than a feeling because it tips on how the game should be played rather than focusing on the game's atmosphere. Which is important, but I'd rather not focusing on it on a 48h/72h compo.
There aren't any mechanic-specific based themes in this LD apparently, so I've chosen the themes that could more easily translate to a mechanic. (like Dim Lights or Paradox, for instance) 

I agree with what you're saying, but "dim lights" doesn't seem as much of a mechanic than a mood/visual style. Maybe there's a couple of gimmicky games about flicking light switches to be done, but it seems awfully specific.

"Paradox", well, I don't really know what to make of that one. I'd probably stare at an empty paper for a while and struggle to make another puzzle-platformer, then excuse it with a background story about paradoxes. What kind of games did you have in mind for this?
529  Community / Competitions / Re: LD24 August 24th on: August 20, 2012, 11:26:48 AM
the themes this time are garbage


i gave maybe 5 +1s.

"Construction & destruction" and "territory" are some good ones. Both instantly gave me a couple of varied gameplay ideas, which is what a theme should do in a speeddev compo. It was kind of sad to see so many people give up immediately in the past few times because they thought something like "alone" was too vague.
530  Community / Competitions / Re: LD24 August 24th on: August 20, 2012, 02:25:32 AM
Gee, I'm sure we'll get a decent theme this time, instead of abortions like "tiny world" and "escape".
531  Feedback / DevLogs / Re: Screenshot Saturday on: August 19, 2012, 07:14:52 AM
What's this whole "lo-fi with gradients" trend about?
532  Community / Townhall / Re: McPixel on: August 17, 2012, 01:23:03 PM
Whoa, looks like the word of this game really blew up on Reddit today. Epileptic Congrats for making something successful out of a simple LD prototype.
533  Community / Competitions / Re: LD24 August 24th on: August 17, 2012, 07:02:17 AM
But of course! 4th time for me, it's a great way to get over perfectionism and do something experimental.
534  Player / General / Re: What are you reading? on: August 17, 2012, 06:53:15 AM
The notion of a game having thematic similarities with 'The Name of the Rose' intrigued me enough that I took a look at 'Panacea'. Beautiful, beautiful idea - get it finished!

It was quite a leap of faith for you to assume that I meant Panacea, but in this case, you happened to be right. Tongue Development's been pretty occasional because of real life, but I'm as excited about getting it done as you guys are.
535  Player / General / Re: What are you reading? on: August 16, 2012, 11:23:48 AM
Umberto Eco - The Name of the Rose.

I heard praise for it, and was interested because it seems to have weird thematic similarities to a story I'm working on.
536  Developer / Design / Re: What games level design has stood out for you? on: July 23, 2012, 09:49:43 AM
While I enjoyed the overall level design (and the ability to make your own levels) in Jetpack, I didn't like how easily it was to break the designs because of the randomly spawned powerups. In a level where you were not meant to have the Jetpack item, for example, having it randomly spawn within reach of the player at the beginning of the level can turn a challenge into something completely trivial. I wish it had been possible to turn the random items off whenever necessary.

My trademark style involves a Metroidvania design where you first go half the level without fuel, dealing with puzzles/tricks/glitches, and once you get to the fuel it becomes something closer to the standard levels. As such, my levels are often carefully planned down to a tile, and then a FUEL TANK OUT OF NOWHERE comes in and spoils it. It's not common enough to bother me, but still sort of a design flaw discriminating against puzzle levels.

But if I remember correctly, you could block random items from spawning by placing decorations everywhere. Nah.
537  Feedback / DevLogs / Re: Thaumaturgy on: July 18, 2012, 07:47:45 AM
That's like, all "indie" fonts in one package. WTF Releasing that is like opening Pandora's box because you'll start seeing those fonts everywhere.
538  Developer / Creative / Re: How to get game ideas and inspiration? on: July 17, 2012, 03:33:02 AM
Getting game ideas is the least of my worries. I constantly get new ones when I'm working on a game I'm supposed to have finished ages ago. Inspiration comes from other games, mainly, like seeing something fun happen with physics and thinking of making a full game out of that.
539  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: July 17, 2012, 02:53:41 AM
I don't have to imagine because you're going to make that game and I'm going to be whipping you until it's on my screen.
540  Developer / Art / Re: show us some of your pixel work on: July 17, 2012, 02:19:21 AM
Looks very... Amiga.
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