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1076038 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:56:49 AM
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Pages: 1 ... 114 115 [116] 117 118 ... 136
2301  Feedback / DevLogs / Re: Megabot 3D on: January 16, 2012, 06:32:58 PM
Man, I played the original MEGABOT years ago. It was pretty hard, if I recall. I hope you continue with this one, man - it's looking pretty good.
2302  Feedback / Finished / Re: Sweezy Gunner - A bullet hell adventure RPG in space! on: January 16, 2012, 06:29:48 PM
Slick graphics. I saw the gameplay footage too - looks pretty tight. I think that the mouse-magnet radius could be increased, but it's pretty good as it is. So what engine are you using? Is it a Flash-based game, or...?
2303  Feedback / DevLogs / Re: CraftStudio - real-time collaborative 3d game-making tool on: January 16, 2012, 06:22:25 PM
I'm having second thoughts about naming people making stuff in CraftStudio "users".

Spectactors, admins & mods are fine because they actually describe what those people can do. Any idea what would be the right word for people-who-can-actually-edit-the-game? Designers? Editors?
Those sound good. Or "Creators".
2304  Feedback / DevLogs / Re: Terratroid - Open-World Sci-fi TDS on: January 16, 2012, 06:19:18 PM
Heh, so you made a thread for your entry, huh? Well, I've seen your videos, and this is turning out really good. I hope that you finish it - I like the idea and the graphical style. Could be really cool, especially if you were to put it online. Ninja
2305  Feedback / DevLogs / Re: moonman on: January 16, 2012, 06:16:01 PM
?

Also:

Is this green better?


Hilarious.
2306  Feedback / DevLogs / Re: Soldier Of - 3D GBC-Styled Action Adventure Game on: January 16, 2012, 03:16:31 PM
Thanks, guys.
@helgravis - I actually have implemented that into other games before, and I like how it feels and looks. However, I think that it would be more work and less easy to play to work with that concept than to make it a fixed perspective game.

So far, down is always 'south', so to speak, so you would never need a compass or get lost. However, that can happen if you twist the view. Also, you could never 'hide' items behind scenery or areas, as you can always just turn the view around. Thanks for the suggestion, though - I really appreciate that.

I posted again on the IndieDB page. Did some work with the enemy guard AI and have it to a somewhat playable state - they follow you around (not really around obstacles). Now, thinking about it, I could have it where the player will drop nodes (or I could just place them) and the guards navigate using those nodes (I've done node-based pathfinding before), but I think that might be more work than it's worth, at least for right now. The AI has yet to fire at the Player, so that's something to do.

However, in good news, I've finally got it working where there are no more 'Weapon' and 'Sub-Item' keys - just 'Item Primary' and 'Item Secondary'. Now, you can equip whichever items to whichever keys - a flashlight and grenades, a targeting system and jump-boots, whatever! One 'puzzle' in particular that I have in mind will require this.

Now it's on to actually making the equipment menu GUI, which is starting to be a pain. I'm gonna have to figure out a nice way to navigate through it... Maybe I should make a separate function for it rather than trying to smush it in with all of the other GUI code...



EDIT: Oh, and I pulled the camera out a bit to make it easier to keep a target tracked, as well as use your weapons at distance.
2307  Feedback / DevLogs / Re: moonman on: January 16, 2012, 02:20:20 PM
last one!

Funnily, I saw it too. The last one is that neon green that screams, "MOONMAN".
2308  Feedback / DevLogs / Re: Project access rules & roles on: January 16, 2012, 02:19:15 PM
I'd say just the whiteboard's necessary. It's not like you can bring in models from Blender or anything (can you? :O). By the way, awesome implementation so far - I look forward to this becoming mature, and I'm pretty sure I'll buy access when it's available.

I would give a suggestion of the ability to lock certain assets with a password - this way, only some things (non-important things) can be 'grief-able'.

For example, you might make a game about a ninja, and password protect just the ninja. Anyone can edit and change anything about the world but that one ninja. That one ninja is secure.

__________
|                  |
|       Ninja       |
|_________|
 
LOL

So that way, the project can be open, but not totally destructible.
2309  Developer / Art / Re: show us some of your pixel work on: January 16, 2012, 07:05:56 AM
Oh and SolarLune, that's a pretty dope sprite. I love the pose. What is it for, a game of yours?

Awesome animations, man. Really well drawn. The sprite's just a portrait - maybe it'll go in the title screen. It was based off of the character in my signature at the bottom - he's in a game called Soldier Of.
2310  Feedback / DevLogs / Re: Another Thursday on: January 15, 2012, 10:56:02 PM
THIS VIDCON IS GONNA HAPPEN!!

Yes, please make sure it does. It's looking quite interesting. PLEASE continue.
2311  Feedback / DevLogs / Re: moonman on: January 15, 2012, 10:52:21 PM
Hmmm, I honestly don't get much of a 'wood' vibe from that.  Sad
Agreed. Maybe the tiles should be striped, like planks of wood (or the trunk of a tree).
2312  Developer / Art / Re: show us some of your pixel work on: January 15, 2012, 10:27:32 PM
@Ashkin - Cool pattern... That should be a 1-pixel stealth game.
@Flame - Very artistic. I think the grass could be 'shorter' - the sky is awesome. Although, I think the squares could be blended together more. Awesome drawing!

EDIT: Image deleted.
2313  Developer / Art / Re: show us some of your pixel work on: January 15, 2012, 07:45:33 AM


Running dog.



Mind doodles.

@Ninto - Weird stuff. Interesting, though. Smiley

EDIT: This got paged:

Rock texture, I am pixel art beginner so any comments are welcomed :

The original texture is 16x16.

Looks pretty good. You can see the lines where the tiles meet - try making some rocks that are 'going in' one edge and 'coming out' the opposite one.
2314  Developer / Creative / Re: So what are you working on? on: January 15, 2012, 07:41:48 AM

Flippin' awesome. Make it.

As for me, I'm adding enemy AI to these enemy robots for Soldier Of:



And working on a game about a dog.

2315  Developer / Technical / Re: Game Engines for Indie Developers on: January 14, 2012, 08:16:49 PM
If you're new to game development and design, I would either go with Game Maker or Stencylworks. Currently, Stencylworks is a lot like Game Maker, but for Mac, and is more capable in terms of the visual programming language.
Note if it wasn't clear-- Stencylworks is mac or windows.
Oh, heh, yeah - Stencylworks in Mac or Windows. Also, Stencylworks makes Flash games, so (I think) it's got more cross-plaform compatibility possibilities.
2316  Developer / Art / Re: show us some of your pixel work on: January 14, 2012, 01:52:16 PM
Some very incredible things here. And Claw, your characters are awesome - super cool. I want to do something with chunky pixels sometime...
2317  Feedback / DevLogs / Re: Soldier Of - 3D GBC-Styled Action Adventure Game on: January 14, 2012, 01:23:44 AM
@eigenbom - Heh, the BGE's pretty cool.

Pretty small update now. I updated the IndieDB page with some more info and quasi-programmer code. :p

I've got joystick functionality working, and I've fixed a little bit of the jumping mechanic. It was a little sloppy - now it's pretty tight in most places. It felt pretty fun to run around with the gamepad. :D An issue that may arise is whether I should continue with diagonal movement, or have classic 'one of four directions'-styled movement. A gameplay demo should be coming soon so that I can get some feedback on this.

Also, I uploaded the BGM to my SoundCloud account so that you can hear it correctly without the audio cracking. You can hear it here.

So, that's it. I'm probably going to have to do something more major next, since I'd like to have something like enemy AI up soon...
2318  Feedback / DevLogs / Re: moonman on: January 13, 2012, 08:08:52 PM
Moonman seems definitely darker this time around than before. The eagle's a little hard to see, being so close to the background, so I would either change his color, or change the background. Having yellow mountains and underground areas might be helpful to differentiate between shapes. Also, I think it should get darker underground (just the background tiles, perhaps) - add a darker color.
2319  Developer / Audio / Re: SUNVOX IS NOW ON ANDROID! on: January 13, 2012, 06:42:37 PM
Cool, glad that if I ever switch to android it'll be there.

I think it's also available for iPhone.  Smiley
2320  Feedback / DevLogs / Re: Cows With Guns: Utterly ridiculous on: January 12, 2012, 11:10:15 AM
Why is this not

Udderly

Ridiculous?

Same.

@angelbait - You've improved with the art considerably. Keep working at it!
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