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

Login with username, password and session length

 
Advanced search

1076038 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:54:42 AM
  Show Posts
Pages: 1 ... 16 17 [18] 19 20 ... 36
341  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: June 24, 2012, 05:31:30 AM
how do i fucking beat the second colossus agro kind of wants to help for some reason (the horse being available in the scene just makes me think i have to use him in some fashion)
342  Developer / Design / Re: Screen Navigating on: June 23, 2012, 09:30:56 AM
league/dota controls feel totally fine to me



i use the arrow keys to scroll through the screens AND have the same left hand to press my skill buttons etc
343  Developer / Design / Re: Small, Far Away : A Game Concept based on a Father Ted sketch on: June 23, 2012, 06:16:29 AM
Welcome to TIGSource and I hope this isn't some kind of plugin where you leave right after

ANYWAY I love the concept and I think it can definitely be used as a main gameplay mechanic (instead of a gimmick) like most games that do this (Portal, Fez, etc)

This would definitely fit in as a Puzzle-Exploration game where a certain way of solving a field must be done to cross (similar to how you needed the star to be small to be able to see shit)
344  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: June 23, 2012, 04:30:10 AM
What a horrible night to have a curse.
345  Developer / Writing / Re: Logbooks (did i call them right) on: June 22, 2012, 02:02:13 AM
I agree that Braid's use of flashback was very well done, especially how it used the game's main mechanic not only in a interesting way, but also as a metaphor.

The audiobooks in Bioshock were also quite well done, not in their implementation (finding and picking up pieces of information is okay,  but no very unique), but in that they gave the player insight into the history of Rapture and its downfall without sounding like a history textbook.

So my question is, would a flashback stage be good or do you have to be consistent with it like a gimmick (multiple flashbacks so you don't feel like the important flashback stage just came up without informing you about being able to play flashbacks)
346  Developer / Art / Re: New to this whole thing. Critiques welcome. on: June 21, 2012, 08:00:55 PM
Actually, he isn't even human. Hes doing the "stand like a fictional monster thing".

then why did you compare him to a HUMAN teenager?
347  Player / General / Re: Duolingo - A language learning site on: June 21, 2012, 07:36:38 PM
or Korean
348  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: June 21, 2012, 03:09:41 AM
this is what happened when you didn't eat your semen
349  Developer / Writing / Re: Logbooks (did i call them right) on: June 20, 2012, 07:52:53 PM
If you decide to do either of these approaches, make sure that you inject some personality into them, nothing is more boring than a game just vomiting exposition at you.

My idea of inserting a flashback is kind of similar to how Braid showed that Tim was actually the villain (a part of the game that tells you something about the story without having to read something, but you experienced it directly
350  Player / General / Re: Thank you for having me! on: June 20, 2012, 07:23:35 PM
we all love Rabbits but thank you for appreciating us adopting you (yes, you're adopted we're not your real parents so we didn't have you)
351  Developer / Writing / Logbooks (did i call them right) on: June 20, 2012, 07:20:52 PM
How would you incorporate Logbooks in video games? I mean logbooks that give a little bit of backstory to the environment/world, hero/villain/characters, event, etc. Not sure if it's the right term please correct me if I'm wrong.

I've recollected some information I've gathered from playing a lot of video games and I noticed these are the kinds of logbooks used in most games

1) Actual Readings (most common)
Having in-game books/journals/entries etc by characters in the game allow the both the player AND the controllable character to learn about the past and help explain the current situation by giving some backstory. This allows the player freewill whether they WANT to read stuff or not as they are not forced to do so. (Although having puzzles involving having to know something from reading it somewhere in-game may be quite fun)

2) Flashbacks
Movies normally have flashbacks that may possibly explain finally the situation (normally a big revelation part of the movie is a flashback by one of the deeper/mysterious characters) but how do you do this in-game? Do you actually use cutscenes? How do you allow players to be able to play in the flashback?

Normally, in games with playable flashbacks, you control the player right? But it almost always has nothing to do with the present other than telling you something that you didn't know about the past. Are there games where what you do in the flashback part of the game affect the present?

Does having a flashback segment need to have more of it (not just one flashback stage of the game but actually having it become part of a gimmick of the game or is it good as a stage of its own only)

My question is, how would you create a logbook interestingly in-game? Because I was thinking of placing a flashback stage in a game I want to make, but would that have to require the game to actually have multiple flashback stages to become consistent?

Alternatively, I plan to just have a monitor in some part of the background showing something about the past (you can just walk past it if you choose not to watch) because I wanted to have a game with absolutely no cutscenes (i'm thinking it's a good idea if implemented well, being able to control EVERY action of the character allows the player to connect with the game through the character he's playing and feeling the consequences and benefits of his actions directly)
352  Developer / Art / Re: show us some of your pixel work on: June 20, 2012, 03:22:13 PM


it kind of feels like his entire lower body is backwards
353  Player / General / Re: Human Hugs on: June 19, 2012, 02:45:43 PM
Job opportunities abound here if you are a skilled engineer. It's every other sector that's hurting for jobs. I would give it some serious thought if I were you. If you want to be independent, the States are a great place to be, but I can understand it would suck to be so far from everyone you know.

and to live in a country with a well-established culture far from my own

Remove the word civil from your post, and me being in the states, I'm int the same boat Medevenx. Oh, but I did fail Calculus 3, my professor was a complete shithead in the grading department.

That, and the fact that I'm sick of having to constantly stand up to the people in my life trying to walk all over me, I have very little drive left.

i will hug you my fellow broski..
354  Player / General / Re: Human Hugs on: June 19, 2012, 01:40:36 PM
A woman I worked with at a little store through high school was from the Philippines. She just got into a graduate program for fashion in NYC, which is where I'm going in the fall too. Anyway, have you thought about coming to the States? What would your family do if you did that?
I'm not very particular with job opportunities in the US (and i might not have an initial budget to actually get there and find somewhere to live) my family would prolly allow me if we all know i already have a job waiting for me when i get there
355  Player / General / Re: Human Hugs on: June 19, 2012, 04:01:43 AM
i just don't know what to do with my life anymore. i have mediocre grades for Civil Engineering (i don't fail though) and i'm afraid i'm about to get into a lifestyle i will regret every single day of my life (family power sucks, unlike in some countries where you leave home and find your own job, here in the Phil you can't cos you got like a responsibility to your family and stuff)
356  Developer / Art / Re: show us some of your pixel work on: June 18, 2012, 10:10:58 PM
Maybe you didn't read my post in his topic in Workshop then. tleast I didn't put him in my People who can't take crit' list which made you kind of a dick (the crit didn't make you a dick it's the unnecessary shit of a line you gave)
357  Developer / Art / Re: show us some of your pixel work on: June 18, 2012, 08:40:15 PM
@Medevenx: Okay, I'll just put you on a list of "People to not give criticism too", right next to Relix's name. Seriously though, Swarms hit the nail on the head. There's really no point in doing the sword when the rest is mediocre. I'm assuming this is for the project that you want to be a portfolio piece? If so, it's even more important to get it right.

It's not like i WON'T fix it i just wanted to know how to animate the sword separately. Just like Rabbit showed me. I didn't say anything like i wont follow the crit i just wanted the sword separately. I don't give reasons to not follow crit but i clearly stated what i wanted and i AM going to fix it. Since you've returned Kramlack you've been such a dick lately.
358  Developer / Art / Re: show us some of your pixel worko on: June 18, 2012, 08:22:22 PM
I just want to know how to tilt the sword... Maybe i should have just posted the sword because that's all i need because i am tired and sleepy and will fix the rest of the animation laterrr
359  Developer / Art / Re: show us some of your pixel work on: June 18, 2012, 08:16:37 PM
hey guys how do i tilt the sword?


@Medevenx: The sword is the least of your problems right now in my opinion. The animation looks stiff and I'd go as far as to say the whole thing needs reworking. I don't understand the concept lately of moving specific pieces of the piece around and saying, "There, it's animated". What happened to drawing each frame out?

EDIT2: I think if you redid the animation frame by frame, it would likely look much better. Xion and Pietepiet are good people to question about animations if you're having trouble.

I know that. I'm on my way to fixing it and i kind of know how to fix the staticness especially with the arms and hair but i need to know how to tilt the sword right now.
360  Developer / Art / Re: How Does My Game Look? on: June 18, 2012, 03:31:19 PM
that was a UFO? i thought it was a rocket (or even assist trophy lol)
Pages: 1 ... 16 17 [18] 19 20 ... 36
Theme orange-lt created by panic