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1075755 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:32:29 PM
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301  Feedback / Finished / Re: Papers, Please [New Build 2/2] on: February 01, 2013, 07:47:29 PM
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*
302  Developer / Creative / Re: Today I created... on: January 31, 2013, 11:22:55 PM
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?
303  Feedback / DevLogs / Re: 2D Turn-Based RPG: Zombie Quest [New Concept Art!] on: January 30, 2013, 12:22:28 AM
She doesn't match the other zombies, sadly.
At least not to me.
304  Developer / Art / Re: show us some of your pixel work on: January 29, 2013, 09:39:20 AM
Okay, I'm going insane, because I know I've seen you post that sprite before, but I can't find that post any more
305  Feedback / DevLogs / Re: Super Mafia DuDeS - Today I learned... on: January 29, 2013, 09:37:29 AM
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.
306  Developer / Art / Re: show us some of your pixel work on: January 28, 2013, 10:39:38 PM
Sadly animation's not my strong suit, but I might try using them in a game, so you might see them there!
307  Developer / Creative / Re: Make this Game! on: January 28, 2013, 01:02:53 AM
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.
308  Developer / Creative / Re: Today I created... on: January 28, 2013, 12:57:33 AM
Finished.
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)
309  Developer / Art / Re: show us some of your pixel work on: January 28, 2013, 12:54:56 AM


Updated to include some team-colored bots, split them into legs/torsos, as well as adding some new poses.
310  Feedback / DevLogs / Re: Pioneers (New build: Dec 3) on: January 28, 2013, 12:53:31 AM
Thanks, Manboobs.
Bet you'd never thought you'd ever have to say that.
311  Feedback / DevLogs / Re: Screenshot Saturday on: January 27, 2013, 11:43:30 PM
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?
312  Feedback / DevLogs / Re: Screenshot Saturday on: January 27, 2013, 10:08:58 PM
Looks to me like a Versus Super Crate Box
313  Developer / Design / Re: Pitch your game topic on: January 27, 2013, 05:50:01 PM
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.
314  Developer / Design / Re: Pitch your game topic on: January 27, 2013, 05:36:00 PM
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.

Quote
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
315  Developer / Art / Re: show us some of your pixel work on: January 27, 2013, 03:02:58 PM
Holy crap I just realized that his name is pastel backwards.
My mind.
316  Developer / Art / Re: show us some of your pixel work on: January 27, 2013, 02:28:17 PM

317  Developer / Art / Re: show us some of your pixel work on: January 25, 2013, 11:11:20 AM
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.
318  Developer / Art / Re: show us some of your pixel work on: January 25, 2013, 12:59:21 AM
'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.
319  Feedback / DevLogs / Re: After the Comet on: January 24, 2013, 09:27:32 AM
Jesus you gave me a heart attack when this was locked.
Don't do that again please!
320  Developer / Creative / Re: So what are you working on? on: January 22, 2013, 03:48:12 PM
Aw but that looks cool, especially if hid enemies too.
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