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1075758 Posts in 44140 Topics- by 36112 Members - Latest Member: Nbohlsen

December 29, 2014, 12:32:46 AM
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361  Community / Townhall / Four Sided Fantasy on Kickstarter, from the devs of Perspective, The Fourth Wall on: April 04, 2014, 11:54:15 AM
**Not related to this project in any way, just spreading the word**



Site
Kickstarter
Greenlight
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Four Sided Fantasy is a puzzle platformer about thinking beyond the borders of the screen. By freezing the screen, players can fold space by turning on screen wrap at any time to solve impossible problems.

On their journey, players will use this power to explore the world of Four Sided Fantasy. Players take the role of a businessman insistent on breaking out of his seemingly endless office life. After being sent on a business trip to a small town, something seems off...








Four Sided Fantasy is a spiritual successor to the award-winning game The Fourth Wall, created by Logan. The Fourth Wall serves as a nice prototype for Four Sided Fantasy, showing just a fraction of what Four Sided Fantasy will become.

Logan was the lead level designer on Perspective, a game about a 2D character in a 3D world. While the game doesn't have the same mechanic as Four Sided Fantasy or The Fourth Wall, it is similar in design.



Download The Fourth Wall
Download Perspective

362  Feedback / Finished / Re: Eidolon - Narrative Exploration in Post-Human Washington (Greenlit!) on: April 04, 2014, 05:17:02 AM
I'm fascinated by game development. Even if it's the smallest technical thing you're working on or it's just some concept art or tweaking a menu or something, I think it would be worth sharing. Seeing a game come together is so great to see. I mean, an update doesn't even have to be showing progress, it could be on stuff you're thinking about game-wise or sharing some technical problem that's been irking you

Really like the look of the menus and that sunset (sunrise?) looks gorgeous
363  Community / Townhall / Re: Popup Dungeon - Roguelike Papercraft RPG - Be Any Hero on: April 03, 2014, 08:24:26 PM
This game is gorgeous! Wow, I love the art style.

Oh, and you made Ring Runner, too? Sold
364  Feedback / DevLogs / Re: Instantion - 2D puzzle platformer on: April 03, 2014, 08:21:57 PM
Hey, thanks for the email earlier. Didn't realize you had a devlog. Love the look of this game. I doubt we'll be getting The Swapper on IOS so this is the next best thing
365  Feedback / DevLogs / Re: Path to the Sky on: April 03, 2014, 05:31:21 AM
Pre-orders? Awesome, can't wait
366  Feedback / DevLogs / Re: Shapist - a puzzle embraced by physics OUT ON iPAD (web demo available) on: April 02, 2014, 08:21:38 PM
Is the iPhone version going to be separate or is the iPad version going to switch to Universal?
367  Feedback / DevLogs / Re: Lift - flight sandbox - v0.2.0 on: April 02, 2014, 08:20:30 PM
Sounds like it's time for a city map or something. Close building to weave between, maybe a bridge to fly under. We flew around big open sandboxes long enough

As for players only seeing a fraction of the interesting planes, how about a weekly developer's choice, in which the coolest, most original or unique planes made that week are featured?

368  Feedback / DevLogs / Re: Lift - flight sandbox - v0.2.0 on: April 02, 2014, 03:14:31 PM
Yes I agree, your lack of sleep is to blame and not my overlong, confusing suggestion Grin

BTW you nailed it. Integrate building into gameplay. Sounds like you're not convinced current design is working out, in terms of player numbers. As an experiment it might help to see if such a suggestion changes anything in this regard.
So like Incredipede's setup? You're given a challenge and you need to construct a plane to complete it, as simple or complex as you like
369  Feedback / DevLogs / Re: Crashlands - A survival action-rpg for android and iOS on: April 02, 2014, 11:03:53 AM
Just saw this on Toucharcade. Sci-fi Don't Starve for IOS? I'll take two please

Really like the art style, and the mechanics sound great.
370  Feedback / DevLogs / Re: Shield - A Stealth Puzzle *cocks gun* Platformer *kills self* on: April 01, 2014, 07:04:10 PM
This is getting a much better response than I thought it would...

AI is hard. Not that its hard to program really but its just hard to figure out how smart/stupid to make enemies. The idea now is that enemies just go about their business until they see the player. All enemies have a line of sight and once the player enters it they become alerted and chase the player. If the player can break line of sight, and then hide in a hole or something, the enemy should return to their original position.

Buuuuuuuuuuuuuuuuuuuuuuuuuuut that is sorta dense? It might be better to make some Castlevania style enemies that just trigger when you get close and do their thing. Like charge you or throw a spear. That will probably make for more controlled gameplay.

Since I haven't played a lot of it, does anybody know how the Spelunky AI works for basic enemies like spiders and shit? After you trigger them to they then just chase you forever?
I think the first way works better if you're going for more of a stealth puzzle platformer approach and the player's goal is to figure out the best route to take to complete a level. I think in that context, the enemy AI wouldn't seem dense, but rather a part of the puzzle to consider. The rigid binary behavior works well in a puzzle format, where you'd want to be able to repeat the same process and anticipate how enemies will react and behave.

The other way, with the more complex AI, seems better suited for an action platformer, where the focus is more on managing and defeating different enemy types with your limited abilities.
371  Community / Townhall / Re: Leap of Fate - A skill-based game for hardcore gamers on: April 01, 2014, 04:48:52 PM
Hey, keep running into you. Saw this on Toucharcade yesterday, really like the art style. Will you be starting a devlog?
372  Feedback / DevLogs / Re: Super Mutant Alien Assault on: April 01, 2014, 04:47:18 PM
Thanks guys. Agreed, I'm consistently floored by Fabians art.

This looks great, very vibrant

But seriously?
And mobile is pretty unlikely as I would never play a game like this with touch screen controls.
Vlambeer's Super Crate Box has a similar set-up. Move left, right, jump, shoot, hectic twitchy combat platforming. It works perfectly. I don't see why this game couldn't work well on mobile


I appreciate your thoughts on the matter. I'm not saying it won't happen, or that I've ruled it out. But you have to realize that I'm the kind of guy that won't play an FPS on a console unless its exclusive & co-op. I just can't stand sub-optimal controls. And I don't think anyone would argue that touch screen controls are sub-optimal compared to a controller.

Additionally, my game has 4 extra buttons than super crate box. Grenades, Special ability, defense ability, and use. I believe that makes it considerably harder to make work well for touchscreen than Super Crate Box was.
Oh, yeah, that's certainly more complex. But man, this is the kind of twitchy hardcore action I love to see on mobile.

Love the weapon variety and how chaotic the gameplay looks
373  Feedback / DevLogs / Re: The Masterplan on: April 01, 2014, 10:11:00 AM
I had seen this on Reddit last week, looks great. Awesome that you guys started a devlog, eager to follow this
374  Feedback / DevLogs / Re: Citybound on: April 01, 2014, 10:10:02 AM
Needs more goats, obviously
375  Feedback / DevLogs / Re: Super Mutant Alien Assault on: April 01, 2014, 05:06:08 AM
This looks great, very vibrant

But seriously?
And mobile is pretty unlikely as I would never play a game like this with touch screen controls.
Vlambeer's Super Crate Box has a similar set-up. Move left, right, jump, shoot, hectic twitchy combat platforming. It works perfectly. I don't see why this game couldn't work well on mobile
376  Feedback / DevLogs / Re: Son of Nor on: April 01, 2014, 04:11:33 AM
Wow, this looks great. I love the style, the look of the mechanics. Probably the coolest use of terraforming since Fracture or Red Faction. Will definitely be following this project now

But what the hell, why is no one else posting here? I hate seeing threads where it's just the dev posting for months.
377  Feedback / DevLogs / Re: Relativity on: April 01, 2014, 04:00:55 AM
The new art style looks wonderful. I liked the original look, but this really stands out
378  Feedback / DevLogs / Re: Brigador, isometric vehicle combat *TRAILER* on: March 31, 2014, 06:03:36 PM
Man.... Sad

Matador sounded really good. The name had a really nice flow to it, just sounded right. Brigador doesn't have the same ring IMO

But I'll get over it. I was annoyed when Incognita became Invisible Inc., but it's the game that matters. Can't wait to play this. Any idea when it'll be on Early Access
379  Feedback / DevLogs / Re: Relativity on: March 31, 2014, 05:46:28 PM
That style would look great for this game. It reminds me of the sketched look Cloudbuilt has
380  Feedback / DevLogs / Re: Catcher! An arcade game about catching EVERYTHING [New Build: Particles & Sfx] on: March 31, 2014, 05:40:47 PM
http://indiegameenthusiast.blogspot.com/2014/03/no-money-no-problem-catcher.html Smiley

Do you have a Twitter page? Couldn't find a link on your site
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