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1076026 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:02:15 AM
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341  Feedback / Playtesting / Re: BLOCPK: BUG HUNTIN' on: July 31, 2013, 11:14:41 AM
Jumping while standing on a blockp.
342  Feedback / Playtesting / Re: BLOCPK: BUG HUNTIN' on: July 31, 2013, 11:08:35 AM
Doing the "jump on top of a block that makes the blopck jump instead" on one bplock and then another blpock that was underneath the first block gets you stuck in the bottom block, and if you try to do the jump thing to get out both blocpks sink by one pixel everytime you hit the jump button until they are inside the floor.

EDIT: I will LICEcap all the bugs.
343  Feedback / Playtesting / Re: BLOCPK: BUG HUNTIN' on: July 31, 2013, 11:06:03 AM
Blocpks not colliding from the side is the cause of some tunneling it seems.
344  Feedback / Playtesting / Re: BLOCPK: BUG HUNTIN' on: July 31, 2013, 10:57:10 AM
I will find all the bugs.

EDIT: Okay so when you are on top of a blopck and you press jump, is the block supposed to jump instead of you? It does that but when it comes back down you get stuck in it and it doesn't kill you like it does when it is thrown.

Also blpocks don't collide from the side when they are being held. This might be a design decision but it looks strange.
345  Community / Forum Issues / Re: Inactive Subforums on: July 31, 2013, 10:38:54 AM
Looks good Beer!
346  Developer / Tutorials / Re: Getting your first job in game design (tutorial) on: July 31, 2013, 01:31:57 AM
Quote
"Something that worked for me was imagining that where I wanted to be ... was a mountain. A distant mountain. My goal.

And I knew that as long as I kept walking towards the mountain I would be all right. And when I truly was not sure what to do, I could stop, and think about whether it was taking me towards or away from the mountain."



Good info, it's interesting to see how things work on the other side of the fence.
347  Developer / Business / Re: Most profitable platform for one man team? on: July 31, 2013, 01:23:29 AM
A lot of people here (including myself) have day jobs and do game development on the side. The industry is extremely competitive so don't make it your career until you know you have the skills to make games not only well, but quickly.
348  Player / Games / Re: Introducing the Humble Deep Silver Bundle! on: July 30, 2013, 02:36:06 PM
I guess it's official.
349  Feedback / DevLogs / Re: The Walled Garden on: July 30, 2013, 02:14:03 PM
That's rough dude! I'm glad you're sticking with it.
350  Community / Forum Issues / Re: Inactive Subforums on: July 30, 2013, 02:09:26 PM
Maybe there should be a  requirement that the game must have been started here as a devlog or sthg. then it becomes eligible for the hall of fame when finished.

I thought it already had that requirement?

You could also rename "Feedback" to "Playtesting".
351  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: July 30, 2013, 10:32:47 AM
Rapture yesss
352  Feedback / DevLogs / Re: [Flame Badge] on: July 29, 2013, 11:59:29 PM
I've gotten accessories working sooner than expected so I'll explain how they work.

Accessories
Some units spawn in with accessories that give them additional points. For example, the Slave:

Quote
Slave ♘♘♘♘

HP/SP: ▽
MP/AP: □□□□△
CP:

Move: □
Attack: △

Accessory: Torch

Quote
+Torch

HP/SP: +○
MP/AP:
CP:

+Torch: △
+Throw Torch: ○△

The Slave unit comes equipped with a Torch accessory that grants him two additional moves, in addition to a bonus ○.

Accessories will grant either ▽ or ○, that destroy the accessory when spent.
Other points can be granted, but these don't result in the destruction of the accessory when they are spent.

So, for example, the Slave can use the Torch action as much as he likes, but when he uses Throw Torch, the ○ is spent and both of those actions become inaccessible.


I'll be using accessories to represent special tools/weaponry, and also things like the mounts that cavalry use/some other stuff.

I've gone through a few different systems for this purpose, and this was the simplest I could think of.
Maybe it is too complex to be worthwhile?
353  Community / Forum Issues / Re: Inactive Subforums on: July 29, 2013, 11:49:38 PM
You could call the category "Feedback" still. The Finished forum could be called "Finished Devlogs" or "Devlog Hall of Fame" to minimize confusion about its intended purpose.
354  Feedback / DevLogs / Re: NDE - ARPG Adventure - new build up 7-22! on: July 29, 2013, 10:12:32 PM
I do not understand the puzzle but I like the sound effects a lot.
355  Community / Forum Issues / Re: Inactive Subforums on: July 29, 2013, 09:58:44 PM
All distinct at the top level, in a new category.
356  Feedback / DevLogs / Re: [Flame Badge] on: July 29, 2013, 09:54:52 PM
Adding terrain modifiers like corpses and flames.

357  Community / Forum Issues / Re: Inactive Subforums on: July 29, 2013, 06:41:01 PM
I like having the Finished section as a "Hall of Fame" that gives people a reason to finish their projects.

If the problem is getting rid of threads that have been posted there illegally, maybe making it a child of Devlogs would help. If that's even possible.
358  Developer / Art / Re: Oryx 16-Bit Fantasy Sprite Set on: July 27, 2013, 07:29:43 PM
Excellent work as usual.
359  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: July 25, 2013, 03:39:50 PM
You can't embed html code as far as I know, is there a forum code version?
360  Player / Games / Re: Ouya - New Game Console? on: July 25, 2013, 03:35:25 PM
they should just ship them with xbox controllers

Or just sell the system without a bundled controller.
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