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301
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Feedback / Finished / Re: Papers, Please [New Build 2/2]
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on: February 01, 2013, 07:47:29 PM
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Gimmie a sec and I'll let you know.
Works fine for me, but it's a little annoying how it's forced full screen, yet the game doesn't even take up the full screen for me at 1440x900
oooh, assets folder... *goes poking around*
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302
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Developer / Creative / Re: Today I created...
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on: January 31, 2013, 11:22:55 PM
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I looked at that and thought "Oh shit, daleks have wheels now".
Now thinking about that, it really would make them worse, wouldn't it?
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305
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Feedback / DevLogs / Re: Super Mafia DuDeS - Today I learned...
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on: January 29, 2013, 09:37:29 AM
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Sadly no. The project absolutely crashed and burned on Greenlight, and that kinda made me lose motivation for the project. I tried to bring it back with shadow shooter, but that didn't work out either.
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307
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Developer / Creative / Re: Make this Game!
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on: January 28, 2013, 01:02:53 AM
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A game in which you must help a luchadore achieve his lifelong dream of suplexing the moon.
I would've quite liked to see this one. I'd imagine it be in the veins of Buffalo Bison levels of silly.
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308
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Developer / Creative / Re: Today I created...
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on: January 28, 2013, 12:57:33 AM
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Okay, I laughed at the fact that your unfinished drink was empty, and this one is full. (Also it's called 'Glass o Juice' but it looks more like soda, which is why I'm confused as to why there's a lemon)
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311
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Feedback / DevLogs / Re: Screenshot Saturday
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on: January 27, 2013, 11:43:30 PM
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You should make a variety of enemies (Like how SCB has the chain of three, the giant, and the skull), and probably make it so they travel to the bottom of the level as well, seems kinda silly that they just stop there.
Seems like it'd be more fun.
Perhaps an underhand swing as well, for more horizontal and less vertical movement?
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313
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Developer / Design / Re: Pitch your game topic
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on: January 27, 2013, 05:50:01 PM
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I think that might be the only way to do that. But then I was thinking of having things like different feet-based abilities that did things such as give you double jump, or a high jump or something like that. But perhaps a gigantic group of wizards going all out would be cool too.
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314
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Developer / Design / Re: Pitch your game topic
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on: January 27, 2013, 05:36:00 PM
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An alternative game to Pong, called "Ping", where you control the latency of your controls to confuse or misguide your opponent, along with a couple of different ruses to screw him up.
I laughed. Robo Dusty: so idea Robo Dusty: A game where the only defined controls are that you use the mouse to move around the menus Renya!: k Robo Dusty: 2 controls can be bound to each button Robo Dusty: they execute in the order they are put in Robo Dusty: so if you did "jump/walk left" Robo Dusty: you would jump and then walk left. Robo Dusty: Not that big of a deal for that combo Robo Dusty: but here's the second part Robo Dusty: players can also choose 5 abilities Robo Dusty: and 3 or so loadout of the 5 abilities Renya!: oic Robo Dusty: changing between loadouts is also possible Robo Dusty: so for example in loadout one, I have fireball, in loadout two, I have melee Renya!: oic Robo Dusty: if my left mouse command goes "attack/switch to loadout 1" Robo Dusty: I'll attack, then switch to fireball Robo Dusty: but if it's reversed Robo Dusty: so Robo Dusty: "switch to loadout 1/attack" Robo Dusty: all of those attacks will be fireballs Renya!: so basically you can make combos? Robo Dusty: yes Robo Dusty: and the mouse has a few different ways to control the player Robo Dusty: the mouse being above, to the left, to the right, or below, are all commands Robo Dusty: as well as the mouse buttons Robo Dusty: there'd also be a definable 'null' area for the mouse around the player Robo Dusty: so if you put the mouse there, they wouldn't do anything Robo Dusty: or they'd do whatever you told them to do Robo Dusty: but that allows for complete mouse control Robo Dusty: or you could say fuck it I want to play like cavestory Robo Dusty: and you could do that Renya!: oic Robo Dusty: because whether you use the mouse or not, all aiming is restricted to 4 directions Robo Dusty: here's a neat thing though, you can also say 'switch to loadout x/aim up" Robo Dusty: meaning when you aim up you use a specific weapon Robo Dusty: this game would either be complete chaos Robo Dusty: or pure gold
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317
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Developer / Art / Re: show us some of your pixel work
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on: January 25, 2013, 11:11:20 AM
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From a technical side I think that would be really cool to see in action, Hotline Miami style top-down maybe?
Top down, yes. Hotline Miami, probably not. See the game is currently a generic zombie game. Hold out against waves of zombies, blah blah blah. It just feels slow. So I was thinking, and watching a bit of Walking Dead, and I though of perhaps a more actual "Survival" zombie game. Build barricades and scrounge for resources.
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318
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Developer / Art / Re: show us some of your pixel work
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on: January 25, 2013, 12:59:21 AM
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'Till I can completely convince my artist friend about the new direction I have in mind for his game, I'm making placeholder stuff.   If I can convince him about the new direction, the left hand side will be what it gets upgraded to. I always hated the fact I couldn't replicate his art.
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