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

December 30, 2014, 03:02:34 AM
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361  Feedback / Finished / Re: BLOCPK: REDUEX! on: July 25, 2013, 02:40:50 AM
  .,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.
362  Feedback / DevLogs / Re: moonman on: July 25, 2013, 01:03:01 AM
The moonman trading card game is going to be released at the same time as the moonman sunday morning cartoon, for cross-marketing purposes.
363  Feedback / DevLogs / Re: [Flame Badge] on: July 24, 2013, 11:40:28 PM
Playing Chilvary has given me the idea to do a Defend the Royal Family mode. Could be cool?

EDIT: aaand we've come all the way back around to chess.
364  Feedback / DevLogs / Re: moonman on: July 24, 2013, 10:42:29 PM
Let us know how the co-working space thing works, I've been looking at something similar.
365  Feedback / DevLogs / Re: [Flame Badge] on: July 24, 2013, 10:21:48 PM
Getting pretty close to a playable build, still a few rules left to implement.

For now, some more info on the rules:

Types of Actions

  • Regular actions: active actions that do stuff other than damage.
  • Attack actions: active actions that target enemies and do damage.
  • ☆Counter actions: responses to attacks that mitigate damage.
  • ☇Trigger actions: actions that activate when an enemy steps on a designated tile.
  • ☠Death actions: actions that activate when the unit dies.

Attacks and Counters

Most units will only have one counter, and they activate automatically in response to incoming damage.
If a unit has two counters, the most expensive one will activate first.

Most attacks have some movement to them, for example the most basic one (appropriately named Attack) will push back its target if there isn't anything behind it. Like this:

Pixel 1AZEL LinkZEL MoblinPixel 1APixel 1A
...
Pixel 1APixel 1AZEL LinkZEL MoblinPixel 1A

If there is something behind the target, the attack will still go through sans displacement, but there can be implications for whatever counter the target uses. For example, in this situation:

Pixel 1AZEL LinkZEL MoblinSMB BrickPixel 1A

The counter Block will still succeed in mitigating damage, but the counter Dodge will fail.

In-game, Dodge is shown by the target backstepping a moment before the attack would connect, but technically the attack is still responsible for the backwards movement.
366  Feedback / DevLogs / Re: lifeless: ECHRO on: July 24, 2013, 08:23:40 PM
Are you guys gonna make out? Just get it over with already.
367  Developer / Technical / Re: Fight Thread Pollution - Technical Edition on: July 24, 2013, 08:17:09 PM
It's a good thing you gave the moderators permission to moderate so their hands aren't tied  Roll Eyes
Good idea for a thread though.

@s_l_m I am pretty sure there is a Project Euler problem related to triangle numbers, you could probably see what people have cooked up for that.

EDIT: Yup, it's problem #12.
368  Feedback / DevLogs / Re: BROFORCE (Online/Local Bro-op Platformer-Shooter with Explosions and Action) on: July 24, 2013, 03:56:58 PM
Played your game at my friends house the other day, one of the best co-op experiences I've ever had Beer!
Well done!
369  Player / Games / Re: Ouya - New Game Console? on: July 24, 2013, 12:14:48 PM
Gonna get one in a few weeks. $100 to run my games on a console? Yes.
370  Developer / Art / Re: show us some of your pixel work on: July 24, 2013, 12:12:06 PM
Wanna bpox?
371  Developer / Art / Re: show us some of your pixel work on: July 24, 2013, 12:07:18 PM
It looks weird if you stare at it too long but I think that's just the strange proportions.
I'll bet it looks good in motion.

372  Player / Games / Re: Dark Souls and Dark Souls II on: July 24, 2013, 12:01:04 PM
How to beat Gwyn's Keep: http://www.youtube.com/watch?v=0JRgHol94Xc&t=90s
373  Developer / Art / Re: GIF's of games being worked on on: July 24, 2013, 10:28:11 AM
Looks great!
374  Developer / Art / Re: GIF's of games being worked on on: July 23, 2013, 11:10:00 PM
Is that some platformer pathfinding I see there?
375  Feedback / DevLogs / Re: lifeless: ECHRO on: July 23, 2013, 10:55:30 PM
tigs is a nuclear reactor.

http://www.youtube.com/watch?v=J0yOLKeCgwE

The click-to-move/attack mechanic is interesting but it seems like the only meaningful choice to make is where to engage groups of enemies. 1-on-1 it just devolves into a punching game, which is how a lot of roguelikes do it I guess. Might be cool if hitting an enemy hard enough interrupted its cooldown, or if facing an enemy with your arrow thing improved your defence, etc, there's a lot of ways you can spice it up mechanically.

Visuals are cool, although I'm not a huge fan of the scaled-up enemies.

Music is good, but when I got a gameover it started playing over itself.

It is very hard to get through doorways. It's usually better to have hitboxes around the feet in games of this perspective.
376  Player / General / Re: I've Changed My Avatar. on: July 23, 2013, 10:38:37 PM
377  Developer / Art / Re: show us some of your pixel work on: July 23, 2013, 05:58:09 PM
Head and spine do not align, feet are too small.

EDIT: Oops, paged... yyyup still paged.
378  Player / General / Re: All Purpose Animu Discussion on: July 23, 2013, 01:18:40 PM
379  Feedback / DevLogs / Re: lifeless: ECHRO on: July 23, 2013, 01:07:06 PM
yeh it is
380  Player / Games / Re: Dark Souls and Dark Souls II on: July 22, 2013, 10:21:27 AM
The best feeling.
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