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

December 28, 2014, 11:36:41 PM
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321  Feedback / DevLogs / Re: The 7 towers. Pixel side scrolling Gothic adventure. on: March 05, 2014, 01:26:39 PM
I love the art. One thing that's bugging me is that wolf statue. If a wolf was sitting like that then it would mean their back legs were extremely long. I feel like a standing and maybe howling position would be better. Also the eyes should be much farther apart. As it is now, he looks like a coyote man almost. Here's a link for inspiration: https://www.google.com/search?safe=off&espv=210&es_sm=122&biw=1920&bih=955&tbm=isch&sa=1&q=wolf+statue&oq=wolf+statue&gs_l=img.12...0.0.0.69289.0.0.0.0.0.0.0.0..0.0....0...1c..37.img..0.0.0.UsL2AuWhRi8

Great job on everything else!
322  Feedback / DevLogs / Re: Painters Guild [Greenlit!] on: March 05, 2014, 01:21:39 PM
Save/load is still troublesome, so there's that too.
Save/load is always troublesome for some reason.
323  Feedback / DevLogs / Re: Ethereal - A Ghostly Puzzle Platformer on: March 04, 2014, 05:28:26 PM
Devlog Update #37 - 03/04/14

Not much news at the moment. The artist is working on hard on a big piece so not much new art to show you. I've been working on hard the game's programming and design. Here's our latest patch notes though:

Version 0.0.5.5: Patch Notes
01. Changed the way the camera follows the player. Its now much smoother and gives the feeling of weight to the character when falling.
02. Changed how the player's sprite were oriented so the animations didn't jitter when changing.
03. Made animations have much smoother transitions.
04. Added the 'Scared' and 'Vanish' Animations to the game. Both are used when you 'die'.
05. Added false doors.
06. Changed the sandbox level to be the building block for the prototype demo.
07. Added arrows to the left and right of options in the settings menus that you can click on to change the selected setting.
08. Changed the alignment of option text to be centered between the left and right selection arrows.
09. Adjusted the height of the player's bounce when landing on a Squeamish Spirit's head.
10. Fixed an issue with loading and saving.
11. Fixed a few issues involved in using larger rooms.
12. Fixed all issues with movement and collision. There should no longer ever be any crashing due to player collision.
13. Fixed misalignment of audio options text.
14. Fixed an issue with the keybinding options menu.
15. Removed Window Centering (most likely temporarily).

Version 0.0.6.0: Patch Notes
01. Added an option to delete save files by holding 'Shift' and clicking on the slot.
02. Changed how help text is displayed for better readability and nicer design.
03. Adjusted the player sprites further for even smoother animation.
04. Added text that floats in various parts of levels. Will be used for both story and tutorial sections.
05. The game will now delete save files used in older test builds, so the player doesn't spawn into walls. (Test Build Feature Only!)
06. Pause Menu and Title Screen help text is now dyanmically shown based on cursor movement and button presses.
07. Added a quick-check for walls, so if the player is walking into a wall it will not run unnecessary while loops every single step.
08. Objects not within view will now deactivate until back in view. This will drastically improve FPS.
09. The "Quit" option in the pause menu now returns the player to the main menu rather than closing the game outright.
10. Changed the positioning of the parts to all menus to give more room between lines.
11. Change any on/off option toggle to checkboxes and added click functionality to them.
12. Added a gate to the beginning of the play area for testing.
13. Fixed an issue where if the player went out of bounds he'd respawn, then play the death animation.
14. Fixed an issue where if the player died while bouncing, he would keep bouncing.
15. Fixed issues with old Seething Spirit and Key Object code so they can be used in this build.
16. Fixed a few issues with wall designs causing sticking.
17. Fixed an issue where the framerate would drop dramatically when walking rightward into a wall.
18. Fixed the flipping animation to look less jarring.
19. Fixed an issue with 'Resume' not working in the Pause Menu.
20. Fixed an issue where checkpoints weren't saving the player's position.
21. Drastically optimized code.
324  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: March 02, 2014, 09:56:44 PM
I have been told there is a youtube version I want to see that, looks like russian are back being the villain
http://www.youtube.com/watch?v=r6GAgM00MWU
Obama said, "What the heck are you talking about?" in response.
325  Feedback / DevLogs / Re: Screenshot Saturday on: March 01, 2014, 12:59:00 PM
326  Player / Games / Re: Titanfall on: March 01, 2014, 12:58:01 PM
Hate is such a strong word. You mean disagree.

I meant what i said and said what i meant

Dragonmaw hates you 100 percent!
327  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 28, 2014, 04:53:08 PM
Minecraft: The Movie will be a money maker. Not necessarily because it's good or will sell well, but because the lo-fi 3D graphics and textures will cost next to nothing to make so it'll be almost entirely profit.
It would cost very little to make and it has such a big fanbase that even if the movie sucks, they'll still get a significant number of people who go watch it.
328  Developer / Art / Re: show us some of your pixel work on: February 28, 2014, 01:02:49 PM
I'm very proud of this:

(Click for full resolution)
329  Feedback / DevLogs / Re: Ethereal - A Ghostly Puzzle Platformer on: February 28, 2014, 01:02:18 PM
Devlog Update #36 - 02/28/14

I'm very proud of this:

(Click for full resolution)
330  Feedback / DevLogs / Re: Ethereal - A Ghostly Puzzle Platformer on: February 26, 2014, 08:12:07 PM
Sounds really interesting. Also, love the animation that you guys have put in for the angel gates. Adds a whole lot over just having a static object.
Thank you! Yeah, I think having more of the environment animated really adds to the atmosphere of a game.
331  Feedback / DevLogs / Re: Painters Guild [Greenlit!] on: February 26, 2014, 02:58:23 PM
What engine are you using to make this?
332  Developer / Art / Re: GIFs of games being worked on on: February 25, 2014, 09:16:05 PM
Stick a jetpack on his back and no one will complain...  Wink

That's actually a very good idea haha
333  Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name on: February 25, 2014, 12:04:49 AM
I think Dead Run is a great name.
334  Developer / Art / Re: GIFs of games being worked on on: February 24, 2014, 08:52:08 PM
Hello, care to elaborate for me?

I'm not Impmaster obviously, but to me the jumping looked very floaty. You want the jumping to feel natural, so when the character jumps have it push off with momentum, then as he reaches the apex of his jump, he falls like a person would due to gravity. As of now your character looks like he jumps until you let go of the button.
335  Feedback / DevLogs / Re: Even the Ocean (from makers of Anodyne) on: February 24, 2014, 08:12:34 PM
I like the player's death sequence. I've always loved it when games centered on the player sprite, made everything else dark and made it dramatic.
336  Developer / Art / Re: Art on: February 24, 2014, 06:36:33 PM

That's beautiful!  Kiss
337  Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name on: February 24, 2014, 05:10:27 PM
What can I say, I'm glutton for a good portmanteau!

portmanteau - About man with a boozy toe
Or Portmanteau: Every character is a giant cartoony toe. The main character is a drunkard who must solve puzzles by combining things.
338  Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name on: February 24, 2014, 04:21:39 PM
Farmageddon - farming in a nuclear winter

Brilliant.  Addicted
339  Player / Games / Re: Titanfall on: February 24, 2014, 03:29:44 PM
Yeah of course, but saying, "this could have been better implemented" or "I thought it had a lot of wasted potential" doesn't make a game bad really.
It makes it worse than it can be. What is fun remains still subjective, certain games are even bad on purpose solely for that reason.
Yeah, I just think its drastic when people call a game terrible unless it really is just awful. There's just so much about it that I feel is subjective. Take Diablo III for example. There's still a ton of people who get a lot of entertainment out of it, but a lot of other people call it the worst game to ever exist because they did things a little differently from Diablo II. Have they played terrible games? Because Diablo III was very well done. It just had different design choices from Diablo II. That could be considered bad, like you're saying the wasted potential is bad. But in my opinion its not so much bad as it is less good. And if people are still being entertained, it's can't be all that less good.
340  Player / Games / Re: Titanfall on: February 24, 2014, 02:31:13 PM
Parkour could feel like a waste of potential to one person but another could have a blast doing it and not care what potential there could have been because its fine as is for him. I call that subjective.

Whether something is fun or not can be subjective. Judging the in-game-benefit of possible techniques/strategies etc. is objective by how much they succeed or fail.
Yeah of course, but saying, "this could have been better implemented" or "I thought it had a lot of wasted potential" doesn't make a game bad really. What's really important in my opinion is how much a game entertains and engages you. If a game has a lot of objectively bad content like bad graphics and glitches, it really distracts you from the entertainment value and makes the game just bad. However, stuff like parkour having wasted potential wouldn't really detract from my personal enjoyment of how fun it is to do. If the majority of people are enjoying a game extensively, then reason says that the game's objective flaws don't detract from it's entertainment value. Some people may hate Minecraft, but it can't really be considered a bad game with so many active player enjoying it so much. Of course, I do think there are exceptions. It's a very complicated argument. I mean, there's also the other side of the coin with game's like DayZ. It has a ton of players, but is extremely buggy and laggy. In this case though its mainly that players have nowhere else to go to get a similar experience (well maybe Rust, but it's not as realistic like some people want).
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