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341
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Community / Townhall / Re: Solipskier
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on: August 12, 2010, 09:13:51 PM
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My best score so far is 2,406,802. Still pretty awful; ha... I would purchase this if I had the hardware for it. I wish I did -- it seems like there have been a lot of great things coming to the iPhone lately -- but... education is taking all my money. By the way, I don't mean to sidetrack things too poorly, but this seems like as good an opportunity as any to ask: Did you guys have any trouble at home or at the office with the flooding? I drove out while it was happening (I barely escaped! ), and I have not been back since then, so I haven't seen the damage for myself yet.
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342
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Developer / Art / Re: Go nuts over this.
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on: August 12, 2010, 08:47:49 PM
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Its a shame this guy doesn't do more original stuff. I mean, Team Fortress characters are good and all, but that is heaps of Team Fortress.
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345
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Developer / Audio / Re: Show us some of your music!
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on: August 12, 2010, 05:56:12 AM
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Woah, gamejolt? Hmm, did not recall anything... Under the same name? Oh, maybe not. I used to be Elastic Apogee Entertainment Software Unlimited; I changed it because -I was using too many different names all over the Internet; I needed to condense -I realized that if I wanted people to take me seriously, it would probably be good to start taking myself more seriously ...But even then you might not remember me, I guess.
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346
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Developer / Art / Re: Go nuts over this.
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on: August 12, 2010, 04:02:39 AM
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This is pretty incredible, although there are a few bits I don't really understand. On that subject, can someone explain to me the meaning behind the phrase "spy crab"? I feel like I have gone too long without knowing.
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347
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Community / A Game by Its Cover / Re: AGBIC MAIN VOTING - Best game of the compo!
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on: August 11, 2010, 09:46:11 PM
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I don't think there's any way I'll be able to play all of these (classes start this month, and my free time is going to decrease significantly), so I feel like I shouldn't vote.  Everything I've seen so far has been pretty great, though! It's impressive how much work so many people put into this competition.
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348
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Feedback / DevLogs / Re: Infested Planet (Strategy)
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on: August 11, 2010, 09:26:15 PM
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I understand your concern with the messiness. A good example of a (hilariously?) ultraviolent game would be Team Fortress 2. It is a great game, and the violence is just silly, like The Three Stooges would be if it was on all kinds of illicit hallucinogens. It's enjoyable, but personally, I can't play it for any significant length of time without thinking, "Wow, this is pretty mindless. What's the point in all this, exactly?" It's just pure fun. I do think fun is a good thing, of course, but it seems like it gets dangerous when it's so very raw. I don't think every game needs to be seriously meaningful, but I do feel that as things become more shallow, they lose lasting power. I realize not everybody likes Cave Story (there's nothing everyone likes, of course), but if you do, this should work fairly well as a contrast: I feel like Cave Story is effective because because it has so much heart. It's not a light game at all, and it was obviously constructed very thoughtfully. Yes, there is a lot of monster killing, and the appeal of adventure is also complemented by the appeal of destroying thing... But in the end, it's a very warm, positive experience. And if you don't like Cave Story or have never played it, the same thing can be said about most games in the Legend of Zelda series. Beyond that, I can't think of any examples at the moment...
I once made a game where you run over zombies with a car. The characters and such were very abstract and cartoon-looking, and there was no blood. So it didn't really use the appeal of ridiculously over-the-top violence... But I still feel disappointed by the fact that it was such a base, raw kind of enjoyment. Conversely, however, I also once made a game about crashing a space ship into walls. I feel like it was very clever and humorous, and it felt a bit more sophisticated, even though it was still quite goofy.
I don't know that I necessarily had a point in all of that, but hopefully it gives you more to think about... Generally, I guess I'm saying that there is nothing universally bad about making something "light" or "shallow", and those can actually be more directly fun... But in the end, they still don't feel as deep or lasting as something that was more thoughtful. It's just two different things, really... And from the looks of your game so far, it doesn't look like you're attempting anything terribly serious. But again, there are still ways you can make it feel a bit better... Like I said, I think my crashing-space-ships-into-walls game was more effective than my running-over-zombies-in-a-car game, because it was generally more clever (it was also a bit weirder, which made it stand out a little more). I think because your game involves tactics and strategy, you're already heading in the right direction there... it's going to seem more intelligent than it would have if it were a purely action-based game.
I do still have some specific suggestions about the blood, though: As it is now, it does look like something a lot of people would find to be gross. I'm honestly a little disappointed in myself for not being at least slightly repulsed myself; I've definitely become a little desensitized to this stuff... (Some people might not see that as a bad thing, but I would feel kind of inhuman if I wasn't still disturbed by some things... But I've gotten off track enough already, so I won't expound on that.) I think you are decreasing your possible audience there, so it is a thing to be concerned about (although, having not finished anything many people have actually wanted to play, I am not really in a position to talk about audiences). Changing the color, I think, would go a long way in fixing that problem. I think a lot of people are bothered more by blood as it becomes more reminiscent of actual human blood... That's typically the case for me anyway, although the presence of blood in itself (without mutilated flesh and such) tends to not bother me very much; I think this is because I have seen a lot of it (I seem to have week skin, so I cut myself a lot on fairly mundane objects, and I also have a strange medical problem where I will bleed from my nose for fairly lengthy periods of time without an actual reason... but again, I'm getting sidetracked, and I'm talking about myself too much). At any rate, I feel like you could do two things to make it seem realistic (which, hopefully, will make it less gross): 1. Replace the color with something completely different. You might want to experiment with different things to see what works best (for example, I feel like yellows and browns might still look a bit nasty). If the color is pleasant enough, it might seem fun and kind of cool instead of gross (because the effect does look rather nice). I think you should stick with a single color, though. A rainbow effect might be a bit too crazy! 2. Give it less texture. The splattered spots on the ground are quite detailed, and more realism, I think, is going to translate pretty directly into it being more repulsive. In addition, the higher level of detail seems to contrast with the rest of the graphics. This transitions pretty directly into my thoughts on the terrain...
I really like the look of the walls as they are now, and I actually liked the floor more before it was changed... Yes, the background did look a bit flat before, but I'm not convinced this was the answer. Texture is not a bad thing, but it doesn't seem to match with what you're going for with everything else... And I don't think you should change the characters in such to match with the newer look of the ground (and the blood effects), because I think it would make things more stale. I liked the stark way everything jumped out to the eye before. Now, a few more thoughts on coloration: I feel that the ground and the walls should be similarly colored. If the ground is going to be blue, the walls should have a bluish tint. Otherwise, the walls stand out from the ground in a pretty awkward way, as if they were totally separate objects... and they're obviously not buildings or anything, so I don't think that's a good thing. Like I said before, if you're going to include more wall colors, it would be good to also have corresponding floor colors.
...Anyway, those are just some comments from one random guy; take whatever you want from them. If you don't find any of this interesting at all, I do apologize for wasting a small slice of your day... because this has been kind of a long post!
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350
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Community / A Game by Its Cover / Re: [AGBIC] Cat Poke [FINISHED]
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on: August 10, 2010, 06:18:34 AM
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Yeah, the paintings were neat. I couldn't figure out one of them (it had a guy in red with a backpack or something?), but I was able to identify the rest. The Rescue: The Beagles one had me puzzled for a few moments, but once I figured it out I kind of went, "Oh, yeeessss!"
...Of course, this is assuming that this was, in fact, what it was actually supposed to be.
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351
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Developer / Creative / Re: Today I created...
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on: August 09, 2010, 08:05:42 AM
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This was actually yesterday, but whatever...  I'm working out the art style for my current, somewhat secret project, Lolomeamake. Assuming this actually gets anywhere, the final shapes will be based on real pen-on-paper drawings (these were purely digital); this was just a test for color and composition... Now I'm trying to decide whether I want to add background details, or whether the plain green will be fine.
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353
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Community / A Game by Its Cover / Re: [AGBIC] Cat Poke [FINISHED]
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on: August 08, 2010, 12:50:19 PM
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! I didn't realize that could be carried.
...Yeah, I had trouble with the candle, but I eventually found the right spot. With the pillow and the food, though... I couldn't figure out where they were supposed to go.
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354
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Community / A Game by Its Cover / Re: [AGBIC] Monkey Freak: Ape-sanity [FINISHED]
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on: August 08, 2010, 12:47:26 PM
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5:34:81 xP
Great game, though. I think this is the straightest interpretation of a cartridge I have seen so far. You translated the art into pixels excellently; it looks great. I like the music, too. It's short, but you didn't have a lot of time, so that's understandable.
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355
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Community / A Game by Its Cover / Re: [AGBIC] Cat Poke [FINISHED]
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on: August 08, 2010, 12:36:19 PM
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I could not find the cat that was hiding in the dark. There was a dark spot in the ceiling in one place; an attic or something? But I couldn't figure out what to do with that... I found the flashlight, but I couldn't figure out what its use was. Also, for the eating one, I tried putting the cat food on the pillow... but the cat didn't move. Do I have to do something to open the can of food? ...Even though I wasn't able to get those cats, I could still exit the house and finish the game...
Anyway, it is very cute and I love it, as I said earlier.
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357
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Community / A Game by Its Cover / Re: [AGBIC] 8:Capsule [FINISHED]
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on: August 07, 2010, 11:18:22 PM
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I haven't been able to figure out how to finish the second level. I turned one of the pillar things into a... monster... a thing with a face? And I couldn't figure out the other one (on the right at the top). It's hard to describe; haha...
Anyway, I like the music and the graphics; the whole thing is just very stylish. I also like how the objective is not really explained. It was frustrating at first, but it was cool just figuring everything out... Until I got stuck on the second level, anyway.
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358
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Community / A Game by Its Cover / Re: [AGBIC] Sushi Blade [FINISHED]
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on: August 07, 2010, 09:13:47 PM
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Ah, hitting the parasites is much easier now. This turned out really well; it's very polished. I still dislike the "stuck flatness" of the visuals (which would otherwise be excellent), and it gets a bit tedious, but other than that, it's nice.
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359
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Community / A Game by Its Cover / Re: [AGBIC] Ikow: International King of Wine [FINISHED]
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on: August 07, 2010, 09:10:07 PM
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It seems like the difficulty could be adjusted slightly. It's OK, but the final challenge is pretty hard, and getting 100% of the fans is quite tricky on several of the levels. I mean, it shouldn't be too easy... but it shouldn't be too hard, either.
To the rest of you terrible humans: Play this game!
...Please.
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360
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Developer / Art / Re: Art
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on: August 07, 2010, 03:53:15 PM
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Yes, it has (though not necessarily in games and what have you). Where I live, people talk about parkour so much that I'm not entirely convinced they can all know what it even is.
In defense of its popularity, it is a legitimately cool thing.
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