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1075756 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:42:51 PM
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321  Feedback / DevLogs / Re: Mining Game [Last Update: 2nd September, 12:53:40 AM] on: September 02, 2011, 05:13:35 AM
MY MINE IS MINE

(looks nice nice. :3)


(( what's mine is mine ))


(((  TOO MANY PUNS   )))
322  Feedback / DevLogs / Re: working title BLOCK FAKER, match-3 sokoban roguelike on: August 23, 2011, 07:07:58 PM
Yeah ):
323  Developer / Design / Re: Pitch your game topic on: August 23, 2011, 08:14:42 AM
match-3 sokoban snake-like pacman-like roguelike-like.

The world is made of tiles as in basically all of these games, and everything (just about -- not including world boundaries probably... oh god holy shit you can push the 'screen' and everything just slides with it once you get strong enough)

Okay, everything is a block and follows rules of pushing including enemies, and you (but you should be more worried about being eaten alive, probably).

There are 'items' that you walk over to 'pick up', but you have no inventory; they simply follow you like a tail (but they are still physical objects and can still be pushed around e.g. if there's a block between you and an item and you push the block it'll push the item (or squish it))

Every object in the world has a colour, and any time three (or more) like-coloured objects line up, they vanish and turn into collectible foodstuffs (probably pellets and fruit).

Other things like fire + bomb = the bomb is lit, will explode in X turns



levels will be proc genned, there will be some kind of leveling up, there will be permadeath, the whole thing is 'turn-based'.

324  Feedback / DevLogs / Re: working title BLOCK FAKER, match-3 sokoban roguelike on: August 23, 2011, 04:58:30 AM
mokesmoe: oh shit xD awesome

hempuli: so did so many other people I love it x3

inanimate ;~; it's okay i might have a magical second human on board (whooo knowwwsss)
325  Feedback / DevLogs / Re: working title BLOCK FAKER, match-3 sokoban roguelike on: August 22, 2011, 06:24:15 PM
statement of intent: i am gonna make a roguelike outta this it's gonna happen i promise*

*droqen's promises probably have no value given his track record
326  Community / Competitions / Re: Ludum Dare 21! [Theme: Escape] on: August 22, 2011, 04:18:04 PM
I did a thing called Block Faker
327  Feedback / DevLogs / Re: FISHBANE, AQAIN. on: August 22, 2011, 07:34:08 AM
It saves files from the browser already; no worries there.

AS3 basically forces you to use certain events (which suck ugh -- I am so happy that I can use flashpunk instead of flash events; they are so bothersome) so that it knows the user did something to trigger it. Once you do that, you're allowed to pop up file browsing windows (:

You have to pick a folder where you want to save your shit which I'd personally find slightly daunting, but otherwise it's perfect.



I'm also planning to have a second kind of file (.fbworld) which contains a whole bunch of levels and information binding them into a whole campaign.

Ideally, you could load up one of these files and redefine the game to an extent I guess? (i.e. you load it up and it changes the whole campaign and level connections etc.)

I have the feeling there isn't going to be that much interest but maybe I will be so very wrong. I mean, I've never made a game with a public editor before, so what do I know?
328  Feedback / DevLogs / working title BLOCK FAKER, match-3 sokoban roguelike on: August 19, 2011, 11:17:02 PM

This is such a bad idea (already too many game projects), but...

'BLOCK FAKER', my LD game (go play it)

is two games in one.

It's a sokoban & match-3 puzzle game to start out with, and then once you ESCAPE...

It becomes a sokoban match-3 'roguelike' (quotes in case I'm wrong -- it's the direction I would like to take it).



The first part of the game is generic; the second part is cool.

I plan to expand upon the second part one day. This is gonna be a slow devlog and it will likely die slowly just like 90% of my devlogs. Oh well!
329  Developer / Art / Re: ascii animator on: August 19, 2011, 08:59:13 PM
<3
330  Feedback / DevLogs / Re: FISHBANE, AQAIN. on: August 19, 2011, 01:22:20 PM
I FATHOM IT Blink

Okay and

and there are plans for physical things

like GENUINE FISHBANE HARPOONS.



No, okay, not really those. But other things. Things that you can touch.

Before that, obviously, the game is going to be awesome.
331  Feedback / DevLogs / Re: FISHBANE, AQAIN. on: August 19, 2011, 11:12:05 AM
I'll wait for him to swing in on a golden chariot or something. Wizard

Quote from: Members Search today (aug 19) at 4:10 pm ish
Posts:   3196 (1.944 per day)
332  Feedback / DevLogs / Re: FISHBANE, AQAIN. on: August 19, 2011, 10:32:50 AM
I'm still gluing together the engine & editor, but it's all pretty simple stuff.

Also it's all very pretty :D

Right now I'm being all hush-hush because I (we?) don't actually have a game yet! The basics physics of FISHBANE are still simple enough, but a few minor changes have been made to:

  • Make it easier to get into
  • Add new possible harpoon tricks! o.o

Uhhh. What else?

There's going to be an editor, and FISHBANE saves .fblevel files for sharing your levels with other people.



It's weird not doing the art doing nearly everything?, I just realized. It feels so weird.

....
▲ ▲
333  Player / Games / Re: BLITZKAST MONTHLY V thread! on: August 14, 2011, 08:21:46 PM
RACE UNTIL SPAIN, INCOMPLETE

I had things to do but I'll put in a couple more hours (I only got about two in today)
334  Feedback / DevLogs / Re: FISHBANE, AQAIN. on: August 14, 2011, 07:55:01 AM
It's a sequel. It's the most sequel.

A whole bunch of things are not going to be the same, and other things will be the same-ish.

I was about to tell you to make all the in-game sprites jpegs but then I shuddered.

I and my JPG heritage are offended.

335  Feedback / DevLogs / Re: FISHBANE, AQAIN. on: August 12, 2011, 11:24:11 PM
I've sworn off non-lossy formats.
336  Feedback / DevLogs / Re: FISHBANE, AQAIN. on: August 12, 2011, 10:40:30 PM
Re-guessing letters?

You are on thin ice, buddy.
337  Developer / Creative / Re: So what are you working on? on: August 12, 2011, 09:20:09 PM
Something special :D
338  Feedback / DevLogs / Re: QQQHQQQ, QQQQQ. on: August 12, 2011, 09:12:18 PM
mayqq. a hint: 'hangman'
339  Feedback / DevLogs / Re: QQQHQQQ, QQQQQ. on: August 12, 2011, 09:06:50 PM
I'm afraid to ask, but how do you read that out loud real fast D:


Is that the joke? Am I just... slow? Cry
340  Feedback / DevLogs / FISHBANE, AQAIN. on: August 12, 2011, 09:00:40 PM


"How did he get that down there?"

Getting down to the things that aren't silly, here are some plans:

  • A COOL EDITOR. MAKE YOUR OWN LEVELS. SERIOUSLY IT'LL BE GREAT.
  • FISHBANE WITH MORE DETAIL THAN EVER BEFORE.
  • EASIER LEVELS.
  • HARDER LEVELS. Angry Evil
  • ETC

In case you've got no idea what FISHBANE is (and why would you?), it's this puzzle platformer I made a while back. It's hard and a bunch of people didn't like it and some people really liked it. It had a good-sized collection of levels and I like to think they were well-designed.

This is the sequel to that game, not just a prettier remake. There are going to be so many new things. They will all be beautiful.
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