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879945 Posts in 33014 Topics- by 24384 Members - Latest Member: sassah

May 25, 2013, 10:07:24 AM
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1  Developer / Art / Re: GIF's of games being worked on on: May 03, 2013, 07:54:57 AM
Wow, this topic has really exploded with stuff since I last visited! 

What kind of robot is that in Tetrobot and Co? I really loved that your last one was a washing machine. Loads of people asked if the washing machine in Trash TV was a crossover promotion type affair.

My update is pretty minor but you now move around to tune into machinarium-esk animation.

2  Developer / DevLogs / Re: Trash TV - Steam Demo Available! on: May 02, 2013, 07:18:28 AM
I've spent far too much time tinkering with this little bit but I think I'm finally happy with it.

After drawing a little antena you pick up and use to play the animation, cassette tapes or little lightning bolts off other TV's I think I'm going to settle with animation plays when you get into range. I added a little tuning minigame to it so the closure you get to the "sweet spot" the clearer the image.

I wanted the user to be able to replay animations if they needed to and since it was teach button presses and game mechanics I needed it to be impossible to screw up.

3  Developer / DevLogs / Re: Subversive Takedown - third-person voxel shooter on: May 01, 2013, 04:31:07 PM
I gave it a real quick test. Silky smooth on my PC. GTX 660, i7. Ran out of ammo and crushed myself with the train.
4  Developer / DevLogs / Re: Trash TV - Steam Demo Available! on: April 27, 2013, 03:19:55 AM
ScreenshotSaturday cross post.

Trying to push my game back to textless. Previously the broken TV (not in this shot) would tell you what button to press to pick up items. Now the main character thinks about picking up stuff and hopefully players will just mash buttons till they find the right button.

5  Developer / Art / Re: GIF's of games being worked on on: April 27, 2013, 03:18:54 AM
Very nice siskavard! Those long thin limbs and suit remind me a bit of Octodad.



Trying to push my game back to textless. Previously the broken TV (not in this shot) would tell you what button to press to pick up items. Now the main character thinks about picking up stuff and hopefully players will just mash buttons till they find the right button.
6  Developer / DevLogs / Re: Screenshot Saturday on: April 27, 2013, 03:17:32 AM
Trying to push my game back to textless. Previously the broken TV (not in this shot) would tell you what button to press to pick up items. Now the main character thinks about picking up stuff and hopefully players will just mash buttons till they find the right button.

7  Developer / DevLogs / Re: Papers, Please [Greenlight] on: April 26, 2013, 01:11:40 AM
The number of users in this thread who've signed up just to post about this game is staggering. A real accolade!
8  Developer / DevLogs / Re: Trash TV - Steam Demo Available! on: April 24, 2013, 06:13:56 AM
Ah nice, I remember this one! I showed this one to my folks when you first put it up.
9  Developer / DevLogs / Re: Trash TV - Steam Demo Available! on: April 24, 2013, 02:41:35 AM
Done a little write up with details about the shader magic that converts average pixel art to glossy/glitchy goodness.

http://www.trashtvgame.com/?p=103
10  Developer / DevLogs / Re: Trash TV - Steam Demo Available! on: April 22, 2013, 02:40:27 AM
I'm in love with all the shaders used in your game  Screamy
Really like the idea of using Machinarium popup style. It had more humour to the game and a great way to learn new moves.

If i could take a look at one of them would be amazing ahah

thanks! I've always been a touch unsure if my game was more horror or funny.  think I'll push more towards to humor side.  first animation should be done in a few days.

also I'm thinking of opening out the development more and putting a bigger demo out.
11  Developer / DevLogs / Re: Papers, Please [Greenlight] on: April 21, 2013, 08:09:05 AM
Finally got around playing it.
It's neat, and very interesting, but on a day 3 I got a man who said "Here we go" on a "Papers, please" request but gave me no paprest. So we just stared at each other for some time. Then I have closed the shutter. Then opened it. Then I have tried to stamp night club ad and give it to him. Then I said that entry is not guaranteed on a megafon. Then work day was over, but me and the man stayed there. I have tried exitind to main menu and trying again, but the same man did the same thing, so I'm not sure if this is a bug, or was I'm supposed to do something else?

Ok, you gotta help me out here. When you closed the shutter, it gives you a citation with instructions. Did you read these? Did you follow them? How much did you understand and how far did you follow this lead?

I added this extra hint (along with a post-it note on the bulletin) for beta 0.5.7 in the hopes to solve the roadblock here. But it still doesn't work. I'd like to know which part is still failing because I've got to fix it for final.

Don't feel bad, my design is still failing here and lots of people still miss this.

I got stuck here too. First time he was talking too much for my liking and quickly snapped the shuttered down. The bulletin came in saying I was confused, to read the rule book and work harder. I still don't understand the solution. Day just ended eventually and he still didn't leave.

Edit: never mind, I didn't properly read the memo! lol. Got the end, great game!
12  Developer / DevLogs / Re: Trash TV - Steam Demo Available! on: April 19, 2013, 11:29:24 AM
Whoops! Mistook private for unlisted. Fixed now.

I'm making a note here to myself because I'm away from my whiteboard. I should try and widen the colour's used, probably in the backgrounds.
13  Developer / DevLogs / Re: Trash TV - Steam Demo Available! on: April 19, 2013, 09:41:19 AM
Start of replacing the text with machinarium style thought bubble animations. http://www.youtube.com/watch?v=GkSs99kTYqg&feature=youtu.be



What do you think? I'm pretty excited about it. The plan is to show that you can pick and throw and hope the players discover the buttons themselves. If it works out I might add animations for all of the guns and little hints when the player gets stuck (although I can't afford every puzzle so it'd be a bit inconsistent).
14  Developer / Art / Re: GIF's of games being worked on on: April 17, 2013, 06:51:04 AM
That's really clever. I notice the screen on the right is darker, and doesn't bend like the one on the left, though.

It's darker cus that player is lower down the level and further from the light. I didn't notice the screen bend so thanks for pointing it out! Added to my bug list.
15  Developer / Art / Re: GIF's of games being worked on on: April 13, 2013, 05:19:18 AM
Cross post from ScreenshotSaturday

"Been working on how to handle split screen. Think I've got a pretty nice solution. It tries it hardest to maintain one view with both players but if the two split left side tracks left most player, bottom tracks bottom most, etc. Switches between vertical and horizontal split when needed. Was a proper bitch to code, still got a lot of little tweaks to finish.

"
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