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878542 Posts in 32925 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 06:11:45 AM
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1  Developer / Feedback / Re: Pullator - Puzzle/Platform on: May 15, 2013, 07:21:51 AM
Update:

- Sitelock corrected!
2  Developer / Feedback / Re: Pullator - Puzzle/Platform on: May 15, 2013, 06:51:30 AM
The game has been updated! Notes on the new version:

- All levels available (game ending not yet ready);
- All sceneries changed;
- Control changed;
- Tutorial changed;
- Menu changed;
3  Developer / Feedback / Breu - a dungeon game where you cannot see on: March 04, 2013, 08:22:07 AM
You are lost in a dungeon without light. With the map you have on your hands you can locate yourself and find the way to exit using the sounds you hear when you walk as hints.

You can play in two player mode: you only hear the sounds, and your companion only see the map. Comunication is key to both find the exit. Step on a trap, and you're dead! You'll be back on a random position, and you'll need to locate yourself again!

Can be played by blind people in two player mode.

It's in prototype stage yet, all assets will be replaced.
But the core mechanic is ready.
The first stage is with the "radar" working.
From the second stage you'll only see the map and hear the sounds.

Controls: left, right, up and down.
When you hit a key, the character will walk ONE TILE.

Play the prototype here:
https://dl.dropbox.com/u/2620612/Breu%20-%2004-03-2013.swf
4  Developer / Feedback / Pullator - Puzzle/Platform on: March 04, 2013, 07:25:12 AM
Pullator is a puzzle/platform where the player can only press left or right: left to jump above a tile left and right to jump above a tile right.
The mechanic is tough: if you keep the button pressed, the next step will be a "double jump" (a jump above two tiles). There are some springs that send you in a certain height and position.
The idea was to make a "jumper game" more like a puzzle than a platform. You must think in every movement.





Our expected feedback is to know if the game is fun and if is a nice game to put on websites like Kongregate.

Game required: Browser with Flash Player enabled

Play the prototype here:
https://dl.dropbox.com/u/2620612/Pullator.swf
5  Developer / Feedback / Re: Oxygen : a turnbased strategy game. on: December 01, 2012, 02:34:53 PM
The idea is really interesting!
It looks fun!

My impression is that the gameplay is very "locked". I mean, I must turn 3 times or move 3 times before the end of the turn. This is the main idea, so I can't complain about this, because it has more to do with my personal taste than with good or bad design. =)

However, I couldn't find the key to end the turn. I don't know if there's a key to do this or not, but I think this can be an important feature to make the game more "smooth".

The concept art is very beatiful! =)

I can't give more feedbacks because this isn't my type of game (turn based) and I'm new to game dev too.
But I hope I have helped!
=D
6  Developer / Feedback / Re: CUBISLAND - puzzle/platform 16-bit style! on: November 30, 2012, 01:59:08 AM
JMStark, MoltenMustafa and TriStarch:
Thanks very much for the feedback!!

JMStark, the animation will be remade! =)

TriStarch, we will make a port to iOS/Android some day, but this will take a long time.

Some updates on CubIsland:
http://forums.tigsource.com/index.php?topic=27092.0
Updated link:
http://www.invisioncommunity.co.uk/2012/06/30/cubisland/

Again, thanks for the feedback! \o/
7  Developer / DevLogs / Re: CubIsLand - Puzzle/Platformer [Flash/Flixel] on: November 30, 2012, 01:44:18 AM
Update:

- A big improvment in performance (now running in 60 fps);
- Save feature working ("new game" and "continue" working);
- Lot of collision bugs corrected;
- Some small changes in art and background;
- 4 complete levels;

Updated link:
http://www.invisioncommunity.co.uk/2012/06/30/cubisland/
8  Developer / Feedback / Re: CUBISLAND - puzzle/platform 16-bit style! on: July 18, 2012, 11:22:20 AM
Majestic,
Thanks for the comments!
My brother (the artist) will be very happy with the animation comentary! =)
I have to say that we are negotiating with other composers, but I'll take a look at your musics!

Udderdude,
I'm aware about the lack of puzzles and chalenge.
It's that way because we really needed to make playtests in the very first level, because it's a "tutorial" level (without a real tutorial, so it MUST work!).
We intent to do playtests with the next levels, so they are comming! =)

Thanks!
9  Developer / Feedback / Re: CUBISLAND - puzzle/platform 16-bit style! on: July 10, 2012, 02:45:06 PM
I like how everything is clear without any explanation. The puzzle mechanics are interesting and fun to explore. I'm a bit worried that it might become tedious after a while, but it really depends on the additional elements in later levels. The controls felt good.

i just Played through.  I agree with all of what Marries said however once i got the block drop skill i started to enjoy the game. The background graphics are much better than the foreground.

All in all it was a good play though, the block drop was great, the controls where tight and felt natural however im not to sure about the jump being W or UP, it felt a little unusual. I would be interested to see where this goes and think that this could be a great game.

I'm really happy for the reception!
We're beginners, so these feedbacks will be remembered!

The art style in the background looks good, but the foreground doesn't really fit in. For example, the red and blue foreground blocks feel a bit programmer-art to me. I think it would be better if the blocks would fit in the rest of the color scheme (maybe with some yellow to make them stand out?). For me, this was the weakest point of the game.

Overall it was fun, and I'm curious how the later levels will be. I was a bit disappointed that there were no secret rooms (or I didn't notice them?), but you already mentioned that you're working on them!

The red and blue tiles are a big problem, because some people forget their function.
This will be changed, probably.
This game CERTAINLY will have secret bonus! Something like "Super Mario": hiden itens, difficult to find (we expect, hehe). We love that! However, it wasn't working yet. On Dev version, it is working already.

Have you got anyone onboard for the audio for your project? If not, take a listen to my stuff here... http://flavors.me/fractures
In fact, we are negotiating with a musician, but the deal wasn't closed yet.
The Dédale Soundtrack is awesome!
I'll send you an e-mail!

Thank you everyone!
10  Developer / Feedback / CUBISLAND - puzzle/platform 16-bit style! on: July 08, 2012, 05:08:16 AM
CUBISLAND  is a 2d platform adventure/puzzle game, where the player takes the role of a Cube-boy able to create various properties cubes and interact with them, to solve puzzles and make way through the stages.

The art of the game has a 16-bit generation feeling  (SNES, Genesis), and the gameplay has influences of Mario series games, especially Yoshi’s Island.

CUBISLAND is still in development. Some of the final version features are:

Overworld (Super Mario’s style);
A lot of usable cubes;
Colectible itens;
Secret patches;
Bonus stages;
“4.5″ worlds;
Sandbox mode.


Game required: Browser with Flash Player enabled





Play the First stage demo!
http://www.invisioncommunity.co.uk/2012/06/30/cubisland/



We would like to ask some GENERAL CRTICISM!
What do you think about this thing? What's your feeling about the experience (walking around and blocks puzzle solving)?

Thank you all for the attention! Smiley


11  Developer / DevLogs / Re: CubIsLand - Puzzle/Platformer [Flash/Flixel] on: July 06, 2012, 01:00:30 PM
No, we aren't associated with uchicago.
We was invited to become a member of the fb group, only.
I guy from this group saw our game in another group, and then he invited us!

Yeah, I remember your comment. It was a positive one! Right?
=)

But if you see anything that needs a feedback, say it, please!
12  Developer / DevLogs / Re: CubIsLand - Puzzle/Platformer [Flash/Flixel] on: July 05, 2012, 03:07:08 PM
Update:

The version hosted in Invision Community is the last "almost-stable" version, from 3 weeks ago.
The development version have some improvements:
- Sound effects totally remade, with a new sound engine and a lot of enviroment sounds (and not so homemade);
- Now bonus itens are working (finally!! \o/);
- Main menu and audio interface totally remade;
- Second stage totally functional (and more comming);
- Structural change: an easy way to design stages, faster;
- For performance reasons, we reduced the framerate to 30;
- Lot of bug correction.

And, only to emphasise, now the playable game link are working!
http://www.invisioncommunity.co.uk/2012/06/30/cubisland/

It's the old version yet. When we finish the "dangerous bugs" correction, we will post it here!
13  Developer / DevLogs / CubIsLand - Puzzle/Platformer [Flash/Flixel] on: July 05, 2012, 10:44:02 AM
Hello everyone!



CubIsLand is an idea from Johnny (Gamedesigner, also known as "the Jayson's brother"), that imagined a 2D pratformer game where the player could create blocks with many different properties, and these blocks would interfere with the scenario.

The original idea was that this game would be something like Super Mario Bros. 3. But we decided to change to a mix of platformer and puzzle, because this idea presents lots of possibilities of puzzles.

The gameplay: with keyboard, the player controls the character, and with mouse create blocks.As the game development is in the very beggining, we can't promisse many things, but we have some planned ideas to the final version:
- The game will have an overworld map, Super Mario style;
- The game will have secret collectible itens, like coins or something like that, which will open secret stages;
- Some stages will have more than one exit (a normal one, and a secret one);
- The "creatable" cubes will be like Super Mario power-ups: in each stage, the player needs to get them to use it on the stage. Finishing the stage, the player losts the "creatable" cubes;
- It will have 4 worlds and a half;
- It will be alternative and bonus stages;
- The game will happen in an island (hence, "CubISLAND"), and the sceneries will change in each stage, progressively, as if the player was traveling on the island.

Well, this is it! As soon as we have updates, we will post it here and in our blog (cubisland.wordpress.com)! =D

Some concepts:




The character (alpha version with old character yet):


A screenshot:


See'ya!

Edit:
Here is the link to an alpha build:
http://www.invisioncommunity.co.uk/2012/06/30/cubisland/

Sorry, the old link wasn't working. Now fixed!
14  Developer / Feedback / Re: Childhood toys on: May 04, 2012, 06:05:48 PM
Quote
(..)but asking you if I'm wrong when I'm saying in a game like mine, not all must be explained before and understand game objective and mechanics is part of the game (maybe I'm wrong).

In fact, you're totally right!
I think many game designers today think gamers are dumb!

I agree totally with seagaia: only indicating the controls (which you're already doing in the "intructions" section of Kongregate, which means it's not a big problem), is enough.
15  Community / Announcements / Re: The Obligatory Introduce Yourself Thread on: May 04, 2012, 02:49:49 PM
Hello people!

My name is Jayson, and my last name is Silva, which suggests that I'm from Brazil.
I'm a SAP/ABAP programmer ( Cry), and now I'm trying to move to game programming area. In fact, any activity related to games is ok! =)
I participated in the development of this game:
kongregate.com/games/forjaent/space-cowboy
It's a very simple game, but our first one!
Nintendo and Valve are the biggest influence in my (not yet started) carreer.
Super Mario Bros 3 was the first game to made me give up in playing soccer in the street (well, maybe not a healthy influence).
After that, Super Metroid, Half Life and Portal are the most important games in my life!

As a game programmer, i know some of XNA, learnt Flixel and a bit of Unity+C#.

Well, that's it! \o/
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