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843
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Community / Versus / Re: Dandylike (Hero vs. Dungeon roguelike!)
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on: January 31, 2011, 08:01:42 AM
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Another possible idea for mana would be to have crystals or shrines that cost X mana to put down in the dungeon, and slowly give you mana back, so you can recoup your investment after a minute or so and then everything else is extra. Perhaps you can only have one shrine in the dungeon, and if the player destroys it they get a boost to their own abilities or something. So it's a risky proposition for the Dungeonmaster, but it could pay off if the Adventurer doesn't find it.
Another possibility would be to have every monster the adventurer kills return a percentage of the summoning cost to the dungeonmaster. Depending on how many monsters you want the dungeon master to be able to spawn throughout the game, this returned mana could be anywhere from 0 to 50% or more.
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844
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Player / Games / Re: the Retro thing.
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on: January 31, 2011, 07:55:08 AM
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I would imagine people do what they can with the means available. Not that many people are awesome at programming, design, art, and sound, or have access to people willing to work with them who specialise in those areas.
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845
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Developer / Workshop / Re: Looking to improve
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on: January 31, 2011, 07:43:56 AM
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@J. R. Hill: Thanks!  @Kramlack: Yeah, yours looks a fair bit sharper. I'll have to go back and tweak those, probably sooner rather than later. 
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848
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Player / General / Re: PSP2
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on: January 30, 2011, 04:49:25 PM
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I'd be excited for it, if they had announced any games I might be interested in. With the 3DS being $300, my guess is the NGP is going to be crazy expensive, and I have no real interest in it for the time being.
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849
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Player / General / Re: Invent A Term To Fight Thread Hijacking!
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on: January 30, 2011, 04:38:59 PM
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How about you just RESPOND TO THE PEOPLE YOU WANT TO RESPOND TO. Fight thread hijacking by STAYING ON TOPIC.
Re-railing threads without necessarily calling out that you are ignoring someone's comment would seem like the way to go. You don't come across as passive-aggressive, the thread gets rerailed, and the threadjacker can see that their comment is being ignored in favour of constructive discussion without being called out. Calling people out like that gives them attention, and your attention garners their further attention, creating a perpetual-motion attention engine that takes the derailed thread and carries it off into the next space-time continuum. That's what I would suggest, anyway.
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850
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Player / General / Re: How you pronounce the names of people here?
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on: January 30, 2011, 04:34:12 PM
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I usually defualt to standard spanish pronounciation for non english words. Including eh-rez
But how do you pronounce my glorious name!!!
Ale-vice. (alcoholism reference!) But yeah, I usually default to Spanish pronounciation for something that doesn't immediately look like a word I recognise in a language I recognise.
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851
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Player / General / Re: Global Game Jam - 2011
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on: January 30, 2011, 04:27:00 PM
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I was pretty busy this weekend anyways, but still makes me sad I missed out on it again when there was a chance of me joining. Next year...I will do this.
Yeah, I would have liked to go this year, but I had to come in to work.
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852
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Community / Versus / Re: Powernoughts
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on: January 30, 2011, 09:34:08 AM
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Updated mockup with latest game assets.  Special thanks to thedaemon, green, kramlack and john sandoval for pixel pro tips and pointers.
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854
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Developer / Workshop / Re: Looking to improve
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on: January 30, 2011, 09:26:02 AM
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Before:  After:  Been working at this pretty hard all week, among other assets for Powernoughts. While some of that 'stone effigy' feel has been lost, I definitely feel that all the feedback gave me a significant boost to exp gained. :D
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856
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Community / Versus / Re: Chess Chaos
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on: January 29, 2011, 12:13:34 PM
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Interesting premise, and the graphics look delicious. Looking forward to trying this one 
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858
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Developer / Workshop / Re: Looking to improve
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on: January 25, 2011, 08:23:23 AM
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...a mix between transformers and ancient Incan Totem heads. That just about sums it up. I wanted something that felt mechanical but with an ancient statue or stonework kinda vibe. I guess I should write down the setting for this at some point. But yeah, think 'Ancient God statues meet giant futuristic engines of destruction'.
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859
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Community / Versus / Re: Guardian Soul
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on: January 25, 2011, 12:21:02 AM
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Melly, in case I haven't mentioned it before, the premise of the game is  and the concept art you're posting is  . Just saying. I look forward to playing this. :D
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860
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Community / Versus / Re: 0Space
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on: January 25, 2011, 12:19:26 AM
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This looks like it's going to be crazy fun to play! Are you planning on implementing online play? The gameplay must be ridiculously fun and unexpected if each player is seeing themselves as being oriented 'properly' and the other players are walking on the walls and upside down on the ceiling.
Very exciting!
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