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742
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Feedback / Finished / Re: Two Brothers
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on: July 16, 2012, 08:47:27 AM
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If you haven't caught this already: When roy says "Something hidden in the grass, better be careful.", 'grass' has 2 S not, 3
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743
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Feedback / DevLogs / Re: Delver
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on: July 15, 2012, 10:05:06 PM
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That reminds me I wish there was a way to edit the rat's behavior/spawning. It's really annoying having to skip over those two spaces when making a mod.
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744
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Feedback / DevLogs / Re: Delver
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on: July 15, 2012, 05:15:05 PM
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One thing I've noticed is that the attack animation seems to only be used for melee attacks
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745
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Feedback / DevLogs / Re: Delver
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on: July 15, 2012, 03:04:51 PM
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Argh, that broken quote is bothering me.
I think part of the problem with those newtexture files is that they make the walls feel 3d, but they are so obviously aren't. Things like that bug me.
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746
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Feedback / DevLogs / Re: Delver
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on: July 15, 2012, 01:32:32 PM
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Personally, I don't like these ones. They just don't feel right with Delver to me. How so? It's this kind of excuse I don't get. Does delver feel like an ugly game to you? 3: [/quote]honestly, with that texture pack, yes. The rocks on the walls just don't look right.
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748
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Feedback / DevLogs / Re: Delver
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on: July 15, 2012, 10:28:36 AM
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Bonus development screenshot: Screenshot
I am pleased and terrified all at the same time! I need to buckle down and get you some proper models. Edit:<img> Refactored the chairs a bit, and better textures/uv's. Wait...Why is this not the default Delver look? 1 cool models 2 the reason it is a different texture is because there was at one time a possible replacement for the current textures were added but never used. I really think those textures or these ones should be the default look. I know some people feel that the textures now remind them of "retro, pixelated" games, but they just look like coder art and give the game a very unprofessional feel. It looks unfinished. Personally, I don't like these ones. They just don't feel right with Delver to me.
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749
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Developer / Art / Re: show us some of your pixel work
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on: July 14, 2012, 12:58:12 AM
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The 'banned' thing, as you can tell by the exclamation point at the end, was a custom title awarded by Derek as a joke because Conker has never played Cave Story.
Ahh, I was confused as well there. Thanks for clearing that up.
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750
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Developer / Art / Re: 3D thread
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on: July 13, 2012, 09:00:55 PM
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i've made models before, but this is my first finished humanoid, and first fully textured. edit: 320 tris  Looks fantastic. The palette reminds me of a certain hero, though. As does the style Together they make me feel very wind waker
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752
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Developer / Design / Re: The Neverending Hybrid Game Design Game
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on: July 13, 2012, 12:18:42 PM
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shouldn't it have gone from TD + Pacman to PacMan+ Sim City? Oh well
JRPG + WRPG Get the best of both worlds with this not too long, but still decent length and not linear but still linear story with semi believable characters!
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754
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Feedback / DevLogs / Re: RogueTroid - procedurally generated metroidvania
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on: July 12, 2012, 08:35:59 PM
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It's not very fun at the moment. I mean I looked at this and thought it would be amazing, but then I played it and felt confused and that it wasn't working.
It's not clear where you get items, or what the powerups do (You explained both, but those sorts of things need to be in-game and not in-thread)
There needs to be a way to regain health, or at least some invulnerability frames
just my few cents.
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755
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: July 12, 2012, 05:59:58 PM
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<img>
At it's core it would be a Roguelike but presented as a pen and paper game with a virtual DM who guides you through the adventure and adds flavour text and such and such. You can click on and drag around all the various things on the "desk" like your character sheet, combat tables, etc. and flick through the rulebook which would be chock full of bad fantasy art and poorly explained game systems.
Yes. This would be amazing.
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756
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Feedback / DevLogs / Re: Delver
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on: July 11, 2012, 03:52:49 PM
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Hooooly shiiiit. DOOMed Delver is haaard. And now you can play it! Version 0.0.1 (aka early alpha) https://dl.dropbox.com/u/9120262/DOOMed%20Delver%20v0.0.1.jarThe dungeon has been deepened! Fight through 10 floors and back (You won't make it.)! Custom music up to the 4th floor (Then it just repeats E1M1's track until depth 10! Some custom textures for tiles! Contains these enemies: Fallen Humans Fallen Sergeants Imps Demons Specters Barons of Hell Contains these weapons: Fists Chainsaw Pistol Shotgun Rocket Launcher? (I coded it in, but haven't seen one) Contains these items: Health Bonuses Stimpacks Medipacks Supercharges Still Contains: Food items Old Armors Depth 7 (Moved to Depth 10) Download and rage today! As a note: The farthest I've gotten was Depth 10 right next to the orb.
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757
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Feedback / DevLogs / Re: Delver
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on: July 11, 2012, 12:55:41 PM
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Should look a little more recognizable now: <img> (Also these guys can go to hell. I nearly died taking this screenshot)
I should pull over the gun code from the short lived zombie project.  Uh, also I think there's an issue when an enemy has 0 attack. Is there a flag to make them a ranged only enemy?
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758
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Feedback / DevLogs / Re: Delver
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on: July 11, 2012, 11:23:11 AM
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Should look a little more recognizable now:  (Also these guys can go to hell. I nearly died taking this screenshot)
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760
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Feedback / DevLogs / Re: Delver
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on: July 11, 2012, 10:23:31 AM
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Blarrgh. I want to have custom music in my mod, but every time I convert it to the ogg format or whatever it comes out as weird blips and beeps that sound really trippy.
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