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1076030 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:10:34 AM
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341  Player / General / Re: I've Changed My Avatar. on: August 11, 2011, 03:34:44 PM
In celebration of reaching level 2.

The past is a scary place.
342  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: August 06, 2011, 06:49:57 AM
I've always liked Action 52 Owns.

Patience is not currency, and lots of games hype themselves up way in advance. You have to 'pay with your patience' for all sorts of games.
343  Feedback / Finished / Re: Fez on: August 05, 2011, 03:29:18 PM
thank mod.
344  Developer / Design / Re: Pitch your game topic on: August 04, 2011, 11:18:11 AM
I remember posting this idea in the Genre Hybrid Topic, but here: a tycoon game where the product you're selling is tower defense turrets.

In the year 2390, the robots have finally gained sentience and declared war on the human race. At the same time, the dead have risen from their graves, nuclear fallout has resulted in giant mutant insects, and aliens have traveled from lightyears away to show us how they feel about our reality shows reaching their planet. Humanity's status: screwed.
Here's where you come in. The only defense against four apocalypse scenarios at the same time is turrets for defending the human shelters scattered throughout the world, and your company is engaged in a personal vendetta against the other big companies for the monopoly on turrets. Keep track on what monsters are currently the most dangerous, and build custom turrets for their elimination. Perform research to make your weapons stronger and have longer range, while making sure the competition doesn't beat you to the chase. If you want, you can cut corners to save money on production, but be warned: if your turrets don't get the job done, that's money lost.

And if all the prices get too high, everybody dies Evil

(Same with cheap, shoddy turrets, I guess.)
345  Community / Townhall / Re: Jumpcore 2: An open source PC+smartphone framework on: August 03, 2011, 11:52:32 AM
Whoa. Cool.

I will definitely have to check this out sometime, so I am letting myself know it exists.
346  Feedback / DevLogs / Re: 100th is about balloons. It is about a red balloon. on: August 01, 2011, 05:16:49 PM
Dear

  • inanimate
  • mr. ll
  • xion
  • pleasingfungus
  • jared c
  • mokesmoe
  • paste
  • saint11

I ended up buying a four-pack of E.Y.E.


If you so desire it (on Steam) you are eligible to receive a gift from droqen! yay! lemme know.

If you do not desire it, or wish to wait and hear more about it (from me or others) please don't hesitate to turn it down. Eventually I will give you a present that you do want :3
347  Developer / Creative / Re: So what are you working on? on: August 01, 2011, 09:57:16 AM
An illustration featuring members of a motorcycle gang... on a motorcycle!

Just one motorcycle? 'Cause that'd be grand

That'd be more like a motorcycle crew

and it would be grand.
348  Feedback / DevLogs / Re: circles interacting with other circles! :D on: July 30, 2011, 10:35:54 PM
winner!

Yes. That'd be cool :3
349  Feedback / DevLogs / Re: circles interacting with other circles! :D on: July 30, 2011, 05:06:26 PM
Ooh. Not quite.

I wonder what that would do, though?


TWO MINUTES LATER:

As I thought, it's rather formless with those rules and yet still so similar...
350  Feedback / DevLogs / Re: circles interacting with other circles! :D on: July 30, 2011, 04:34:54 PM
I bet nobody can fill in the blanks correctly:

options:

- CHASES
- IGNORES
- RUNS AWAY FROM

Red ___ Other Red
Red ___ Green
Red ___ Blue

Green ___ Red
Green ___ Other Green
Green ___ Blue

Blue ___ Red
Blue ___ Green
Blue ___ Other Blue

(These are only rules I use for causing movement. Oh, and if something is attracted to something else, they don't bounce; they stick a bit and slow down.)

(juan pene it is not like space invaders it is like golf - your record is not as good as you think)
351  Player / General / Re: Something you JUST did thread on: July 29, 2011, 11:27:47 AM


Accidentally did this.

This gestures plugin for Chrome
is pretty funny.
352  Feedback / DevLogs / Re: circles interacting with other circles! :D on: July 29, 2011, 04:26:32 AM
sleeper agent

(Ashkin: XDDD)
353  Feedback / DevLogs / Re: circles interacting with other circles! :D on: July 28, 2011, 11:56:24 PM
hahahaha

this is a high school social metaphor

YOU CAUGHT ME

---> no but really I will forever see it as castles being besieged and sometimes being thrown into each other with a resounding smash.


also: new version with mouse control.


overpopulation is probably the one social thing i feel this could represent, with green being people and blue being... 'walls', but generally any resources which may protect you from 'red things' which are just 'bad things'
354  Feedback / DevLogs / Re: circles interacting with other circles! :D on: July 28, 2011, 11:38:17 PM
xD

Why would Red try to destroy the Green-Blue clusters from inside, though O:
355  Feedback / DevLogs / Re: circles interacting with other circles! :D on: July 28, 2011, 11:29:36 PM
<3

So am I.

It's nice to do something where I get to watch the computer play with itself rather than...

w wait

Okay, forget that.  Uh, you know what, I'll just put my thoughts together another time. Later.
356  Feedback / DevLogs / circles interacting with other circles! :D on: July 28, 2011, 11:18:11 PM
357  Developer / Design / Re: Unique Detachable Important Inanimate 'Allies' on: July 28, 2011, 02:23:52 PM
Nope! LDuncan that's totally what I'm going for

and to be honest, I would prefer if both sides were totally balanced and totally different and variably useful for all kinds of situations.

Like if getting out of your tank meant you could dodge attacks better (and enemies wouldn't attack your empty tank, I guess) that'd be cool -- but as it stands I see how that could get annoying (especially if there's some dumb climbing in/out animation).


Yeah, but Majora's Mask is the only one I can think of that actually steals your sword, necessitating you actually go and buy it back from the pawn shop :D

Like I said, I'm going for something of the magnitude of loss of a life (dying), not a temporary power-up (or in this case a power-down).

Not to say the curse isn't cool too, but it's a very different feel and not what I'm going for here.


Right, so, to be more clear what I'm thinking of is

two distinct modes where one mode is 'heavy+slow' and the other mode is 'quick+light'.

Making the difference a big, hand-held weapon, is nice because it allows for:
- More puzzle stuff
- A very obvious visual distinction between the two modes
- Immediate swapping (pick up! drop!)
- Throwing it! (and... more puzzle stuff based on that too)


So for example if you preferred combat without the weapon, you could just throw it into a group of enemies before charging in with your fists (for example).
358  Developer / Design / Re: Unique Detachable Important Inanimate 'Allies' on: July 28, 2011, 11:58:02 AM
hmm

I was thinking about your post, Tiderion, and I think I realized what the difference is between that and what I'm thinking about.

Well, first off, there are escort missions/entities which are definitely not what I'm talking about -- those are useless things that are made necessary by the game, in general.

What I've been thinking about are items that you would rarely wish to be without, but which the game requires you to be without. A reverse-escort mission, if you will.

---> Possibly ones you would choose to be without occasionally for the bonus mobility, but you, for example, are greatly hindered in combat without this item/weapon.


Regarding the halo turret, it may be useful but it's a strictly temporary boon. You're limited to a location by your speed, and to a certain 'time' (so to speak) by your limited ammo.

The Biggoron's Sword, if it works the way you say (my memory is bad), is a simple stat tradeoff and not a core part of the way you play the game at all?


(SORRY IF I'M BEING REALLY PICKY)


It was really cool when some enemies in Zelda could completely steal your sword. I don't know if any of the games other than Majora's Mask did this.
359  Developer / Design / Re: Unique Detachable Important Inanimate 'Allies' on: July 28, 2011, 11:01:21 AM
Ahh that's pretty cool, and I do remember that --

What I'm talking about, however, is a permanent and necessary piece of equipment that you have to leave behind in some situations but then go back to retrieve (and if it's possible to completely lose it, make it very costly to replace -- it'd be like losing a life).

Even in games where stealing stuff from your enemies is important, I've never played a game where they were anything more than cool power-ups. I'm talking about something that is core to the way you play the game and interact with the environment.
360  Developer / Design / Unique Detachable Important Inanimate 'Allies' on: July 28, 2011, 07:56:01 AM
There's a DS game called Solatorobo and in it you have a big robot that you have to hop out of occasionally to do things.

I've been thinking about a game where you have a large weapon (maybe an overlarge sword) which you must drop occasionally to become uber-agile (but also worse at fighting and overall less powerful, meaning you do have to go back for you sword eventually).

Are there other games that do this?

Is it an interesting concept?

Do you have, or have you ever had, an idea involving something like this? I really wanna hear it o.o
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