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1075745 Posts in 44138 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 10:37:53 PM
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321  Player / General / Guess the Game! on: March 24, 2010, 07:01:13 AM
While browsing through the "Games you can't remember the name of" thread, I thought "Guessing what game people are talking about is kinda fun... I should make a thread game with that!" so here it is!

I'll try posting at least 2 or 3 per week, first one to guess them gets the points! Whoever gets the most points at the end of the world wins eternal honor and a 360 achievement!  Beer! Hand Money Right

You can also make your own questions using this template!

HIGH SCORES
Derek - 85
Nooks - 60
Captain_404 - 25
Moi - 25
Gamecid - 25
Chaoseed - 25
Aquin - 10
Falmil - 10

Guess the Game #001 - Solved by Derek!




Guess the Game #002 - Solved by Derek!




Guess the Game #003 - Solved by Derek!



Go!

322  Feedback / DevLogs / Re: Gem Dungeon (Board Game) on: March 23, 2010, 01:03:59 PM
Still working on it, but this is my 3rd priority - I work on it when I'm not working at my day job and when I'm tired of working on Anything Beats Everything!

After posting this, I started writing clearer rules and tweaked a couple of things. What's really taking a lot of time is preparing the Print and Play files, and it's gonna take a little while longer than I hoped. But it's coming, soonish!
323  Developer / Design / Re: The Platformer Handbook on: March 23, 2010, 09:37:01 AM
The character is from PizzaDude's Oxygene font, I'm not taking credit for it!

I'll keep updating this regularly, so keep watching!
324  Developer / Design / The Platformer Handbook on: March 23, 2010, 08:35:15 AM



Here's a little experiment/reference tool that should serve a couple of purposes. One, it should be interesting to read through (maybe). Two, it could be a good reference for designers out there who are thinking about making a platformer. Three, you can actually print those out and lay out the ones you want to use in your game, leaving the ones you don't need in the pack. That way you can test different sets of abilities and controls.


























325  Community / Assemblee: Part 2 / Re: Dungeons of Fayte: 1-4 Player Co-op RPG/Sim [DEFINITIVE EDITION] on: March 22, 2010, 07:07:23 AM
YAY! A new version!!!!!  Hand Shake Left Cheesy Hand Shake Right
326  Developer / Collaborations / Re: Indie Card Story (Indie games crossover card game) on: March 22, 2010, 06:23:43 AM
1. AP : maybe we could (yeah, i'm a player too)think about a way of counting the AP:

using some card (as "magic CCG"), like RAM, GPU, CPU or something which can give more AP.

2. Characters must have a cost. Getting any card from the hand to the game land would create a very unbalanced game.

That's why we should use some card for that : putting Tim could cost something like XX mhz (given by GPU, CPU...) as he can never die, then a not that good character would cost less. This is the only way to avoid the injustice of the card draw : it's easier to put a small character in game than a big fat boss.

I agree that cards should have a cost, but there should not be a card especially for that. I have read a bunch of articles and interviews about Magic's land mechanic, which for them was an handicap after a couple years, since one third of any deck needs to be land cards, plus the obvious addition of luck in terms of "Will I draw a second land in the first few turns?". That's why games like Marvel/DC VS use ANY card as a resource, but adds only one per turn. Eye of Judgment adds 2 resource points per turn, plus more points when one of you character dies for some rubber-banding.
327  Feedback / DevLogs / Re: Battle in the Drum of Every Heart (brave class prototype! :O) on: March 19, 2010, 07:33:40 AM
It looks really amazing. It's a neat theme too, can't wait to see more of it (and to get my own spirit animal companion :3)
328  Feedback / DevLogs / Re: Anything Beats Everything on: March 18, 2010, 09:21:53 PM
I just got a level from st33d and it looks great!  Gentleman (I'm not showing it though, I have already shown too much!)
329  Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name on: March 18, 2010, 08:51:25 PM
Thanks guys Smiley I'll see where this goes.
330  Hidden / Unpaid Work / Re: Will compose music for games (any style) on: March 18, 2010, 07:12:06 PM
Hi!

Take a look at my game and see if you're interested in making happy music and thinking/searching ambience for it. Of course since I cannot hear any recorded work of yours, I have no idea what you can do but I'd love to hear anything you can come up with.

^_^

331  Feedback / Playtesting / Re: Purple Tower on: March 18, 2010, 07:07:13 PM
Cute, nice mechanics!
The only thing that prevents me from really enjoying the game is how fast death happens and is over. A death animation or a little pause when you die would help a lot.

332  Feedback / DevLogs / Re: Anything Beats Everything on: March 18, 2010, 08:25:14 AM
It honestly depends, Dom! If you manage to make it so you don't have to replay levels to buy stuff, that would be very handy! But, achievements are great too... I just don't like having to do the same thing over and over to get a reward. So, if you balance them out to make it so you can achieve them without needless replaying, it would be great. Why not do both, as well? Super Smash Bros. Brawl had THREE ways to unlock every character, and it worked great!

Three ways? How?
333  Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name on: March 18, 2010, 07:53:02 AM
I seem to be alone here, but I kind of like the longer name (The Seven Deaths of Trixie Malone).  There's nothing wrong with having acronyms, but I feel those tend to be used to discuss the game and shouldn't be chosen as the actual title imho  Shrug

Agreed.

Also, Star Wanderer sounds great. I like Stjernevandrer too, maybe with the english subtitle right under it.

I'm doing a game with two characters, one is a Ghost and the other one is a robot named Shell, and sometimes the ghost has to stay inside the robot to be protected. I obviously thought of Ghost in the Shell, but that's already taken  Cheesy

What should I call my game then?
334  Feedback / DevLogs / Re: Anything Beats Everything on: March 18, 2010, 06:59:11 AM
A couple screens I've been working on, starting with the grid. Now the rewards and unlockables are in the same screen as the playing grid, so you can see stuff you've unlocked right as you're playing the game.



Each reward category now has its own screen, where you can view them all and see how to unlock those rewards.



Quick question: would you, as a player, prefer that the rewards are all unlocked with achievements (like reaching a certain score, playing a certain number of levels, etc.) or would you prefer "buying" things out with coins gained through playing the game? There IS a balance between the two, obviously, but I'm wondering if the "buying things" part is really what players want...  Shrug


The Puzzle levels should look a bit like this. I'm not 100% sure about the paper texture in the back though.



 Gentleman

335  Hidden / Unpaid Work / Re: Need NES/chiptune style music for my action game on: March 17, 2010, 11:36:23 AM
How about starting a development thread for Arvoesine in the Devlog section so I can follow this game and get new updates as soon as they come out?
If you do I'll be like this on the thread ->  Hand Any Key Crazy Hand Any Key
336  Feedback / DevLogs / Re: Anything Beats Everything on: March 16, 2010, 06:25:26 AM
If you could add two mouse support you could have two players at the same time, but most people don't have two mice anyway. I do. Maybe you could have a second cursor controlled by the keyboard.

Wait, I thought of something better:
Both players have a button assigned to them. When they find whatever they're looking for, they hit the button. The game tells them who hit their button first, then gives them a couple seconds to click on it. The timer should be short so they can't hit the button then look, but still long enough to click on it. If they click the wrong spot, or run out of time, they get disqualified, and the other player get the rest of the levels time limit to find the thing.

I didn't even know you COULD have two mice!

As for the buzzer button idea, it's actually a cool idea! I'll see if I can do it. Thanks!
337  Feedback / Playtesting / Re: Sword of Legends - Demo on: March 15, 2010, 11:47:08 AM
Looks like fun, I'll try it out (when I'm not at work anymore)!
338  Feedback / Playtesting / Re: Purple Tower on: March 15, 2010, 11:43:56 AM
Hey it looks pretty awesome!
Hand Any Key *downloads* Smiley 
339  Feedback / Playtesting / Re: A platformer where the floor's rising on: March 15, 2010, 11:42:23 AM
It's a bit frustrating for now, but I'm sure this game will be pretty neat in the end. Maybe there should be a bit more time in the first few levels to let the player learn how this works? I dunno!  Droop
340  Feedback / DevLogs / Re: Anything Beats Everything on: March 15, 2010, 07:32:32 AM
Did you learn to do programming from scratch? I always wanted to start, but have no idea where to. How about some tips or tutorial links?

I'll start a thread for that soon!

Trivia? Bosses? STORY? Dom, I've gotta say.

Haha, this is bit freaky but hey whatever I'll take a song like that any day.

So yes, I figured making trivia and puzzle levels was pretty easy - it's the same mechanics programming-wise, it's just more level design. Bosses are a faster, more aggressive sequence of levels thrown at you by a monster, kind of like the boss stages in Warioware Inc. And story... is a little special. I'm not sure if I'll have time to put it in the game though  Concerned


2P Versus‽ Shocked

Yep! Again, it's something I figured wasn't all that hard to do really. It's basically hot seat tic tac toe played with Anything Beats Everything levels - It won't be the best multiplayer ever, but it should be a nice little addition to the game.


Also, I added the new screens to the original post!


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