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1075971 Posts in 44154 Topics- by 36120 Members - Latest Member: crochi

December 29, 2014, 07:46:22 PM
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301  Player / General / Re: Bioshock Infinite on: August 12, 2010, 10:44:34 AM
Hm. It's interesting they're taking a new direction, but why even keep the Bioshock title? Why not Steamshock or something? Undecided
302  Feedback / Playtesting / Re: Minecraft (alpha) on: August 11, 2010, 06:31:47 PM
I'm curious, is the level generation in the alpha the same as the free version? I don't remember seeing any stuff like that in the free one.
303  Player / General / Re: Where's your chairs? on: August 11, 2010, 06:29:09 PM
My chair is a wooden dining room chair. It has surprisingly good back support, but it's definitely not something I like to sit in for more than an hour. Sad
304  Developer / Art / Re: Mockups on: August 10, 2010, 08:33:19 AM
That fake OS reminds me of Digital: A Love Story, which was an interactive adventure sort of game where all your interactions took place in a fake OS similar to the amiga workbench. I hope you do something cool with it Smiley
305  Developer / Creative / Re: So what are you working on? on: August 10, 2010, 06:42:18 AM
I love the look of that snow game. The procedurally generated trees in particular are fascinating to watch.

A game I started working on a couple days ago: I plan for it to be a cyberpunk detective adventure game.

306  Player / Games / Re: links to interesting Unity web-games on: August 09, 2010, 06:21:01 PM
Oh, silly me . I thought it might be intentional, but apparently I never waited around quite long enough.
307  Feedback / DevLogs / Re: EaS - Procedural 2.5D Platform Game on: August 09, 2010, 04:59:45 PM
Very nice job! The procedurally generated levels felt very natural, especially because of your use of that environment tree idea. I would love to see a procedurally generated metroidvania emerge from this, with different powerups acting as "keys" to overcome various obstacles.
308  Player / Games / Re: links to interesting Unity web-games on: August 09, 2010, 04:50:25 PM
Sorry for getting a little off topic, but I tried playing 2061, and it work. It loaded fine and when it starts I see the little unity logo come in and out in the bottom right corner, but after that I just get a black screen. Tried in both windowed and fullscreen, using Chrome on Vista. Other Unity games seem to be working fine Sad
309  Player / General / Re: Legend of The Guardians : The Owls of Ga Hoole on: August 08, 2010, 05:56:32 PM
I remember reading the books a long time ago, and remember thinking they were rather meh. I think the movie might have worked better with a more hand-drawn look, but oh well. I wonder how many books they're trying to squeeze into this movie?
310  Developer / Art / Re: Art on: August 07, 2010, 04:29:02 AM
Neon, I like that character design. Both the art and the game idea remind me a lot of Mirror's Edge, which is pretty cool.
311  Developer / Design / Re: RPGs without dungeons on: August 06, 2010, 06:11:50 AM
I agree with that Dozer. I remember there is a mod for Oblivion which eliminates the loading screen between the outside world and cities. It made things feel a lot more natural, and even allowed for some interactions between the city and the outside world (like if a monster found its way inside the city) which would be possible if they remained as separate instances.
312  Player / General / Re: RTSs -- And TIG's case against them on: August 04, 2010, 06:17:05 PM
Sins of a Solar Empire...

I agree, that game is fantastic, although I know what you mean with the long length of individual games. What's frustrating is the amount of time you have to spend mopping up any remaining enemy forces or whatever before you the game recognizes that you've won.

The game did strike a fantastic balance between turn based 4x games and real time strategy though. I'd love to see more games in that vein.
313  Player / Games / Re: Orbiter on: August 03, 2010, 08:39:39 AM
Actually, this depends on vehicle. Built-in ones are indestructible, but DeltaGlider IV and some other add-on ships are not.
Oh, I didn't realize that. I haven't done a lot of experimenting with add-ons though, which probably explains it.
314  Developer / Design / Re: Agile enemies in a platform game? on: August 01, 2010, 12:09:33 PM
While not strictly a platformer, the AI in Assassins Creed (both I and II) are pretty good at following you around, even as you climb and jump around on buildings. Most of the time they aren't nearly as fast as you, so you can still avoid them quite easily. I think they will also run away by climbing around on buildings if they think they are outmatched.
315  Feedback / DevLogs / Re: Overworld Overlord on: July 31, 2010, 02:41:11 PM
Cool, it looks really interesting so far.
316  Player / General / Re: What are you listening to at the moment? on: July 30, 2010, 05:56:45 PM
Bach's prelude 2. Its just so awesome: http://www.youtube.com/watch?v=JcFHuUJE0mU&feature=related
Nice! I was just playing that on the piano myself Grin
317  Player / Games / Re: Orbiter on: July 30, 2010, 08:37:28 AM
I remember trying this out a while ago. I was really excited when I made my first trip to the moon from Earth, but I managed to screw up the landing and crash horrifically (although I like how you can never actually crash, but just kind of bounce off the surface of whatever planetary body you ran into)
318  Developer / Design / Re: Pitch your game topic on: July 29, 2010, 05:17:33 PM
Those are great. I especially love the idea of a reverse SotC. It would be even better if it was combined with a Spore kind of mechanic allowing you to shape your monster to look however you want.
319  Developer / Design / Re: Cow Get: A 2 hour prototype on: July 29, 2010, 05:12:41 PM
The concept and the mechanics are a really cool idea, but I think the movement is a big problem because there's so much acceleration and so little friction involved. I guess it could be considered more realistic than magically stopping the instant you release a key, but in a game about abducting cows, I really don't think realism is a priority. I think the problem is amplified because there are no boundaries prevent you from going out of the view. If you do introduce boundaries, I think a larger play area would become necessary.

That being said, it's definitely impressive a fun little prototype. Good luck on any future projects Grin
320  Developer / Creative / Re: Indie game installers? prefered? on: July 29, 2010, 09:33:20 AM
I agree that zips are far better than installers. However, if you're releasing an XNA game it would be nice to have an installer that would get you the .net framework and stuff with it, but also have the option to just download zip if you already have those files.
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