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1076026 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 02:58:08 AM
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361  Feedback / DevLogs / Re: Mindblock - [Puzzle, alpha 0.14] on: January 08, 2013, 11:30:49 AM
Hm... I think you should work off a rounded camera angle if you can, because some of those farther away blocks seemed to randomly grow and shrink
362  Developer / Art / Re: show us some of your pixel work on: January 08, 2013, 02:09:50 AM
I was playing BIT.TRIP RUNNER (Which I apparently got by pre-ordering RUNNER2, woo!) after checking a moonman update, and watching Haat Films play Trials Evolution.
An idea started brewing, combine the platform running/abilities of RUNNER, with the moons from moonman's affect on the character's abilities, plus the competitive (Time trials/racing) aspect of Trials Evolution.
It's so perfect. I definitely won't get sued.
It's Lunar Shift.


(First three moons are actually pulled straight from one of eigenbom's screenshots, hopefully he won't be mad...)
363  Feedback / DevLogs / Re: Chroma on: January 07, 2013, 05:18:45 PM
Light and shadow, equal and opposite, you stand on the solid and it falls down - the shadow stays there. Stand on the shadow and the shadow falls... up. Just thought it would look cool Smiley
It does, but... that seems fairly opposite to how everything else handles light.
You mean because the shadow stays there and the physical object disappears?

That's a pretty essential part of the game, the physical and shadow worlds are two very separate entities. Because something exists in one state doesn't mean it has to exist in all states at the same time, a few puzzles revolve around this concept.
No that I get.
The fact is though that the shadows in the rest of the game seems to follow at least the general path of an object they're cast from.
So when one of your doors slides up, the shadow goes up with it.

In theory if a block crumbles down, it's shadow should crumble downwards too.
For my eyes the shadow is not going up, it's just disappearing invaded by the light. Looks really great.
Or that's true, but still the lack of shadow cast by the pieces of blocks (Even if they're delayed until the shadow block crumbles) bothers me
364  Feedback / DevLogs / Re: Chroma on: January 07, 2013, 05:01:41 PM
Light and shadow, equal and opposite, you stand on the solid and it falls down - the shadow stays there. Stand on the shadow and the shadow falls... up. Just thought it would look cool Smiley
It does, but... that seems fairly opposite to how everything else handles light.
365  Feedback / DevLogs / Re: Mindblock - [Puzzle, alpha 0.14] on: January 07, 2013, 05:00:44 PM
If there's an animation for them shrinking, it should be fine.
I think it works quite nicely
366  Feedback / DevLogs / Re: Unnamed Physics Pixel Platformer on: January 07, 2013, 04:57:28 PM
Phyx should be the name of the dragon.
But then again, I like puns.
367  Feedback / DevLogs / Re: Chroma on: January 07, 2013, 04:55:23 PM

Uh... Wow!
But why do the shadow blocks go up? Unless that's just a trick of the eyes and they aren't actually dropping like the 'real' one does.
368  Feedback / Finished / Re: Anodyne - A 16-bit, Zelda-ish adventure. Pre-order game and OST now! on: January 07, 2013, 10:32:29 AM
With meta game I mean that there's a dialog that talks about the game ('you'll need a weapon.. oh well that's a broom but hey.'), and it breaks a bit the 4th wall. But just 'a bit'
Iunno, that's how I talk to myself (except 'I' instead of 'you')
369  Feedback / DevLogs / Re: moonman (v0.22 OSX test build 14/11/2012) on: January 06, 2013, 06:05:12 PM
Are those...
Houses? In the background.

I thought moonman was on an uninhabited planet.
370  Feedback / Finished / Re: Two Brothers (AckkStudios) PC, OSX, Linux, IOS, Android, Wii U. on: January 06, 2013, 05:49:27 PM
Wait wait wait.
I didn't catch the fact that you'd be PLAYING on the giant gameboys.

I need to go to this event.
(And work on blue next)
371  Feedback / DevLogs / Re: poe's One Game A Month [0/12] on: January 06, 2013, 05:39:40 PM
I picked up on it right away, but that's because I heard of the idea before.
Hm, where was that again?
Augh it's gonna bother me if I don't find it, be right back.

Ah, found it.
http://www.squidi.net/three/entry.php?id=33
with maybe a bit of this, I guess
http://www.squidi.net/three/entry.php?id=72
372  Feedback / DevLogs / Re: Chasm [2d roguelike platformer] on: January 05, 2013, 11:24:25 PM
Please tell me that if there's blunt weapons, they won't slice.
373  Feedback / Finished / Re: Anodyne - A 16-bit, Zelda-ish adventure. Pre-order game and OST now! on: January 05, 2013, 09:28:25 PM
That gif makes me chuckle
374  Feedback / DevLogs / Re: Space Exploration Metroidvania (Untitled) on: January 05, 2013, 08:01:15 PM
Developed the intro "stage". A few screens long that teaches the player about jumping and shooting. Need to get someone to playtest it to make sure its intuitive enough. Already contains one secret Smiley
I can if you'd like
375  Feedback / Finished / Re: Two Brothers (AckkStudios) PC, OSX, Linux, IOS, Android, Wii U. on: January 05, 2013, 07:53:02 PM
Thanks a lot guys!

A few other things:

We've been toying with the idea of releasing Two Brothers on a USB drive that looks like a Cartridge. (as well as in digital forms of course) We're not entirely sure if we'll do this yet, as we want to make sure that people would have interest in buying the game in this physical form (possibly including it in the collectors edition) before we place an order to have this concept produced, Let us know what you think and help us make our choice!


Yes.
I need this now.
376  Feedback / DevLogs / Re: Control Room (#onegameamonth January) on: January 05, 2013, 04:47:20 PM
Augh, why can't you navigate the commands by using left and right arrows?
377  Developer / Art / Re: show us some of your pixel work on: January 04, 2013, 09:59:07 AM

Pixel art with blurring sounds silly. I mean, first someone makes an effort to add pixel-perfect details, and then just... blurs it to oblivion. It could look decent with large, layered props, but you had a pretty messy image to try this out on.

I understand you were just playing around, though, and it might just inspire someone else.

Blur is just another tool, and the result will depend of how you use it and why.
For example, the game Reprisal uses blur on pixelart, it makes the small sprites look like miniatures, like you were looking through a macro lens.
Well I might be slightly biased towards ozoh's work, but I think the blur works quite nicely, seems like it gives a sense of depth and light.
378  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: January 01, 2013, 02:38:19 PM
Augh why are the 's's backwards
379  Feedback / DevLogs / Re: SpaceHero Command on: January 01, 2013, 12:16:10 PM
Also what is up with statements beside the if statement and not under them?!? ARGHHHH =)
Syntactically correct and it takes up less space.
Only works with one line statements though, but they can still be handy.
380  Feedback / Finished / Re: Papers, Please [New Build 12/15] on: December 30, 2012, 12:04:54 PM
That's actually not a bug.
Pull out the rule book and select the "must have a passport rule"
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