Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

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

December 30, 2014, 02:57:58 AM
  Show Posts
Pages: 1 ... 34 35 [36] 37 38 ... 52
701  Feedback / DevLogs / Re: Environmental Station Alpha [trailer up!] on: August 01, 2012, 01:04:00 PM
Blinking has traditionally indicated the after-damage invincibility period ever since games like super mario bros. Wink
you also forget to mention that the flashing colors rather than alpha has indicated full invincibility ever since games like super mario bros.
702  Feedback / DevLogs / Re: Delver on: August 01, 2012, 10:34:58 AM
* ? ? ?
You ass.
Now I have to play.

God damnit interrupt, why are there dirt tiles in wooden libraries?

That's it. I hate flying enemies in the sewers.
You can't hit them with your sword so your only option is magic.
But my wands are usually so far down my tool bar that I fumble for them wasting potions and the like as I try to reach them.
703  Feedback / DevLogs / Re: Soldier Of - 3D GBC-Styled Zelda-like - WINDOWS DEMO UP! on: August 01, 2012, 12:25:08 AM
That was water in that screenshot?
Thought it was grass.
704  Developer / Design / Re: What makes an intimidating enemy? on: August 01, 2012, 12:22:41 AM
I've found Endermen from Minecraft to be pretty intimidating until I get the gear to deal with them.
I think size matters for intimidation. I mean cats attempt themselves up to make themselves look bigger if they're in a fight, and Perfect Chaos from Sonic is also pretty freaking scary at first because Sonic is so small and Chaos is just knocking down buildings like it's nothing.
705  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: July 31, 2012, 11:22:01 AM
Oh, and in case it isn't obvious, it's a DooM fangame, those are supposed to be chibi-DoomGuys.

Once I have confidence in my abilities, I'll move to more original concepts.
You have my attention sir.

However the doom inspiration wasn't obvious for me until you pointed it out.
706  Developer / Art / Dusty's MSPA... thing (I really don't know where to put this.) on: July 30, 2012, 11:16:17 PM
Technically art though, right?
http://bludragon.streamofbytes.net/webcomic/webcomic.aspx

I'm pretty bad at ASPX/whatever alphabet soup websites are made out of so please forgive the bad website layout.
I'm posting this in 3 different (maybe more later) areas, as I'd like to practice writing and drawing with my tablet and working with larger pieces, as I start to get uncomfortable around 64px, and what better way to do that than improv-the-comic?
707  Developer / Creative / Re: So what are you working on? on: July 30, 2012, 11:32:41 AM
updated my demo reel and started looking for freelance work.

Demo Reel
I don't know why but I enjoyed that skeleton getting up.
708  Feedback / DevLogs / Re: Screenshot Saturday on: July 28, 2012, 11:55:24 PM
She looks a bit like Chell there, and whatever gun thing she's holding there doesn't help to dissuade that image.

But I looked at one of the other screenshots, and unless Chell is using a shotgun now...
709  Developer / Art / Re: show us some of your pixel work on: July 28, 2012, 10:05:15 PM
But it looks so weird and half finished.
710  Developer / Art / Re: Tigworld v3.0 on: July 28, 2012, 09:21:37 PM
I-0

killitkillitkillitkillit
711  Developer / Art / Re: show us some of your pixel work on: July 28, 2012, 09:10:11 PM
this is my rework of the character

...Missing a pixel or two on his left arm there?
712  Feedback / DevLogs / Re: Soldier Of - 3D GBC-Styled Zelda-like - WINDOWS DEMO UP! on: July 28, 2012, 11:55:17 AM
I didn't notice it until someone mentioned it was in the background.
I guess it will be more noticeable in the actual game.
713  Developer / Creative / Re: So what are you working on? on: July 28, 2012, 01:45:53 AM
Prototype of my dungeon crawler.  In Game Maker because I'm a programming baby.
I know the pain.
I'm trying (and so far failing) at trying to learn LWJGL and OpenGL.
I have a game idea I really want to make though, and I'd like to be able to make it 3d.
714  Feedback / DevLogs / Re: Delver on: July 27, 2012, 03:20:31 PM
Blarrgh, I don't understand LWJGL at all, how'd you learn it Int?
715  Developer / Creative / Re: Today I created... on: July 23, 2012, 01:58:15 PM
A Source engine game?
...go on.
716  Developer / Art / Re: show us some of your pixel work on: July 23, 2012, 11:09:34 AM

Tried a less realistic approach to my Sub-Terra characters.
I might re-add the shoulder pads onto the female character, because while the male can do without them, the female looks like she isn't battle ready.
717  Feedback / DevLogs / Re: Delver on: July 23, 2012, 10:28:26 AM
You point that out for his but not mine.
I am sad now.
718  Feedback / DevLogs / Re: Delver on: July 23, 2012, 10:11:55 AM
Hah!
It's near impossible to get that far on mine due to the sheer number of floors.
719  Feedback / DevLogs / Re: Eat your dinner (working title) on: July 22, 2012, 04:03:34 PM
One thing that I might ask is that the 'lose' animation goes down instead.
Might help show players that they lost.
720  Developer / Art / Re: Tigworld v3.0 on: July 22, 2012, 01:40:40 PM
RULES:
4. You can make as many pieces as you want, just please only do one at a time and don't do TOO many. In addition, don't make your pieces right next to each other.
Pages: 1 ... 34 35 [36] 37 38 ... 52
Theme orange-lt created by panic