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1075755 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:36:43 PM
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Pages: 1 ... 52 53 [54] 55 56 ... 68
1061  Player / General / Re: Holy shit guys, devlogs... on: May 11, 2012, 05:53:24 PM
Threads are a renewable resource, I don't think it matters what people do with them.

Devlogs are pretty cool.
1062  Feedback / Playtesting / Re: Bort on: May 11, 2012, 03:35:23 PM
Cool stuff!
1063  Feedback / Playtesting / Re: BARABARIBALL on: May 10, 2012, 03:51:24 PM
Interesting.
1064  Feedback / DevLogs / Re: Bandit Party on: May 10, 2012, 01:20:45 PM
This is better than grape soda.
1065  Feedback / DevLogs / Re: Bubblegum Dog on: May 10, 2012, 09:02:47 AM
This is pretty great.
1066  Feedback / DevLogs / Re: Super Rocketeer on: May 09, 2012, 03:34:23 PM
This is neat, and your videos are funny.
1067  Developer / Art / Re: show us some of your pixel work on: May 09, 2012, 12:49:42 PM
haven't done anything in MONTHS. revamped a recent sprite i made back in Sept (?)



I want to see more of this.
1068  Feedback / DevLogs / Re: moonman on: May 08, 2012, 03:18:37 AM
I will take out my platforming angst on the tree itself, with axes.
As soon as you put that feature in.
1069  Feedback / DevLogs / Re: moonman on: May 08, 2012, 03:03:01 AM
Update: Stacks!

Stacks are like platforms, but you can only land on the top-most block of a vertical pile. The wood and leaf blocks in the tree below are both of the "stack" collision type. The anim makes more sense than I can. Crazy

I like this. However, the last part of the gif where you dropped from a branch to the top of the leaves below seems odd and counter-intuitive.

This could be solved by having a hierarchy of stack blocks, but that might kill the elegance depending on how it's coded now. Who knows what other block types might be stacks in the future? I can see this getting out of hand.
1070  Developer / Art / Re: show us some of your pixel work on: May 04, 2012, 03:00:59 PM
I preferred the symmetrical feet. It looked uncomfortable and discomfort is sexy.
1071  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: May 03, 2012, 03:04:03 PM
I like the bite-sized knights, I am imagining them in a Fire Emblem-like tactics game with an absurdly high death rate.

Fire Emblem games always had an absurdly high death rate on the first level.

Higher! Evil
1072  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: May 03, 2012, 02:35:03 PM
I like the bite-sized knights, I am imagining them in a Fire Emblem-like tactics game with an absurdly high death rate.

The more I think about that idea the more I like it. When you get bored with your knight game I am stealing the sprites Tongue
1073  Feedback / DevLogs / Re: Cerberus on: May 03, 2012, 02:03:36 PM
I like where this is going, looking forward to getting something playable.
1074  Player / General / Re: Kickstart This Shit on: May 02, 2012, 01:01:51 PM
It is funny, because Tarzan.
1075  Feedback / DevLogs / Re: moonman on: May 02, 2012, 04:01:02 AM
That is the best thing I've ever read.
1076  Player / General / Re: Kickstart This Shit on: May 01, 2012, 08:53:07 PM
http://www.kickstarter.com/projects/486250632/republique-by-camouflaj-logan
going pretty slow, which is surprising, maybe people just don't want this sort of game? or maybe the type of people who'd enjoy it aren't being correctly targeted?

I scrolled down half the page before I saw a gameplay screenshot and even that didn't tell me anything other than "maybe a 3rd person sort of game in a museum?"  I don't want to watch behind the scenes videos, I don't want to read the lore before I even care about the game-- as someone who might want to donate/invest/whatever money, I want to know, IN BOLD, INSTANTLY, what the hook is.

Note that this isn't my actual thought process, but the thought process of many who would glance at this sort of project.

I searched for a hook in the manner described. What I found was the word VOYEURISM in caps.

I'm into that so I guess I should donate.
1077  Feedback / DevLogs / Re: SpaceHero Command on: May 01, 2012, 04:03:13 PM
Just played Laser Squad out of curiosity.

It was hard and I killed my own dudes.

Now that I have context to understand the videos I believe this will be fun.

As an alternative suggestion, you could give radically different effects for different shot types.  For instance a snap shot could provide a free move, simulating a unit hustling from cover to cover.  An auto shot could have a low chance of actual damage, but suppresses a target making it easier for other units to outflank it or attack it.

I like this idea. Suppression could sap an opponent's AP?

I imagine a scenario where one human flanks and suppresses an alien that is covering a door. The doorway is now free to move through, as the alien does not have enough AP for an attack of opportunity.

Alternatively, some guns could just have a suppressive effect whenever they are shot. Robots could be immune to suppression.

I am new to these kind of games so do not value my opinion.
1078  Feedback / DevLogs / Re: piq on: April 30, 2012, 05:15:13 PM
tigsorcerers

Retconned.
1079  Feedback / DevLogs / Re: Bomb and Flag on: April 29, 2012, 07:44:01 PM
Stratego is the shit, and the possibility of different scenarios and rulesets for it makes me excited.
1080  Feedback / DevLogs / Re: Echo Squad [Working title] - a Battlefield demake! on: April 29, 2012, 07:28:26 PM
This project is dead AFAIK so here is the best build.

Here is the most current build.

What It's Got:
   -SFXR sound effects.
   -Mentally-challenged bots.
   -Levels, classes, etc loading from XML files.
   -Level editor with incomplete support for props (see if you can guess the secret tree key).
   -A special block to test ladders/monkey-bars.
   -Actual ammo system.
   -Some sort of message system.
   -Throwable kits (that don't do anything).
   -Super nice platforming and controls.
   -Super buggy collisions between bullets and moving players and an unregulated timestep.

Bonus diagram of how jet combat could possibly work:
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