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

Login with username, password and session length

 
Advanced search

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

December 29, 2014, 12:33:01 AM
  Show Posts
Pages: 1 ... 21 22 [23] 24 25 ... 39
441  Feedback / DevLogs / Re: Oblitus - 2D fantasy action-adventure roguelike on: March 08, 2014, 09:03:33 PM
Absolutely love the creature design, very unorthodox and interesting. How big is that thing compared to Parvus?

Honestly, not sure yet. But the intention is that you'll have to jump on it, so it will be quite large in comparison to Parvus--just need to figure out how much bigger!
Awesome. That's kind of why I was asking. It looks like a walking landmass, was wondering if we'd be able to climb onto it
442  Feedback / DevLogs / Re: Oblitus - 2D fantasy action-adventure roguelike on: March 08, 2014, 08:45:47 PM
Absolutely love the creature design, very unorthodox and interesting. How big is that thing compared to Parvus?
443  Feedback / DevLogs / Re: Aegis: 16-bit retro adventure with TD inspired combat on: March 08, 2014, 12:06:40 PM
Looks awesome, really like the art style and the tactical gameplay sounds like it has a lot of promise. Added your game to the NeoGAF Kickstarter thread, I'll definitely be keeping an eye on Aegis

Will there pre-alpha purchases/preordering before the Kickstarter launches? Anyway, can't wait to try the demo
444  Community / Townhall / Re: Linebound on: March 07, 2014, 05:55:32 PM
Game looks awesome, but I got to ask, have you seen IOS game Line Bound?
https://itunes.apple.com/us/app/line-bound/id687082520
Gameplay isn't similar, just the name.

Also is Linebound coming to IOS? I'd love to play it
445  Feedback / DevLogs / Re: Adaptively Generated Rogue Like on: March 07, 2014, 03:34:44 PM
So this is the Warning Forever of 2D roguelikes? I like the sound of that
446  Feedback / DevLogs / Re: TIGSource Devlog Magazine Rebooted on: March 07, 2014, 03:33:27 PM
Fantastic. Considering how much I check the threads here, even I missed Icarus and Crystal Gun Girl. Keep up the great work, both Bandreus and the featured devs
447  Community / Townhall / Re: Dig or Die - sandbox with water flowing, collapsing buildings and base defense on: March 06, 2014, 11:38:41 PM
Looks interesting. Like Block Fortress meets Terraria.

I'm curious why you didn't go with Kickstarter. The thing I fear when I see promising projects on Indiegogo or attempting to crowdfund their own way is the lack of exposure and attention.

Also why is the water such an important feature? Will there be other kind of liquids (oil, lava, etc.) to use?
448  Player / Games / Re: iOS recommendations on: March 06, 2014, 11:35:39 PM
Smash Hit and 1Path. Both free, the good kind, not freemium. Well worth your time if you enjoy challenging games
449  Feedback / DevLogs / Re: The Hong Kong Massacre [Top Down Shooter] on: March 06, 2014, 10:34:55 PM
Oh, is that where Sleeping Dog got its inspiration for the wedding mission?
450  Feedback / DevLogs / Re: Lift - flight sandbox - now playable on: March 06, 2014, 04:41:34 PM
Come on, you know we need a GIF of that menu. I really like that idea, having the letters made of plane parts. It serves a dual purpose: shows the title in the style similar to the game, and demonstrates what the editor can do
451  Feedback / DevLogs / Re: Relativity on: March 06, 2014, 04:38:50 PM
I can not get over how awesome this game looks. Every GIF is so good. Any idea when you'll have something playable for the public?
452  Feedback / DevLogs / Re: The Hong Kong Massacre [Top Down Shooter] on: March 06, 2014, 08:39:57 AM

Shocked
Hand Money Left Hand Money Right
Screamy
453  Feedback / DevLogs / Re: Copod on: March 05, 2014, 10:59:07 AM
Oh nice, you have a devlog. Enjoying the alpha, hope your game's doing well on Greenlight
454  Feedback / DevLogs / Re: CRAWL: arcade dungeon crawler where your friends control the monsters on: March 04, 2014, 01:09:02 PM
Wow, Greenlit already! Congrats
455  Feedback / DevLogs / Re: Umbragram - Isometric Shadow Puzzle Game on: March 03, 2014, 06:21:33 AM
Great game! Really cool concept. And nice to see another GAFfer on TIG. Hope you drop by the Indie Thread again

I asked over there, but do you have any plans for a mobile version? The gameplay here seems like a perfect fit for touch controls
456  Feedback / DevLogs / Re: TIGSource Devlog Magazine! on: March 02, 2014, 05:44:48 PM
First time checking this thread out. Is there a PDF or something, or just the links to the various devlogs?
457  Feedback / DevLogs / Re: Joan Mad Run - exquisite ways of killing in pixel-art scroll-shooter on: February 28, 2014, 05:24:50 AM
Lots of nice pixel art here.  Any chance of a demo version appearing?  Would be nice to try it out.  

My only issue is it feels like a cell phone game that's running on a PC ..
Yeah I beta tested this. It's a great game with awesome gory effects and cool guns

But I'm surprised the developers are looking to bring the game to PC. It's so well suited for mobile, the touch controls are finely tuned, but I feel it could seem a bit underwhelming compared to what's offered on PC
458  Feedback / DevLogs / Re: XenoRaptor [New demo: 25/02] on: February 27, 2014, 09:33:40 PM
That'd be something I'd do pretty late, more interested in making stuff you use often like the hangar look nice at the moment.
I think one of the main things that would make the menus look cleaner would be getting configure keybindings, audio, etc. all under a single Options menu. Then you can cut down menus down to just Single Player, Multiplayer, and Options.

As for the hangar, what about putting the cyberdragon front and center and rather than having long scrolling menus, instead having something like this?

So scrolling over an area of the dragon would bring up the options in a more visual fashion, kind of like how Crysis has it set up. Also I think you'd need to make it visually clear that you can interact with and click on the part of the dragon to swap parts. Maybe labeled nodes on each areas, kind of how Y, X, A are in the image (but labeled hull, engine, etc.)?

Just food for thought
459  Feedback / DevLogs / Re: The Hong Kong Massacre [Top Down Shooter] on: February 27, 2014, 05:40:01 PM
I got an idea for the dual weapon aiming.. it might not be easy to use though. Extend an axis along the line that the player is facing. If the location of the mouse is closer to the player move the hands close to each other. If the location is farther from the player, move the hands apart, or vice versa.

This could probably work really well if instead of making it the mouse itself, you use the Mouse Wheel scrolling, and then you could go quickly from two pistols forward all the way to pointing them in two opposite directions. Then Mouse Wheel Click could snap it back to forward.
I like this idea, seems intuitive and frees up the right mouse button for something else

And congrats on the media coverage!
http://kotaku.com/the-hong-kong-massacre-is-an-awesome-name-for-a-game-1532079320
http://indiestatik.com/2014/02/25/the-hong-kong-massacre/
http://indiegames.com/2014/02/preview_the_hong_kong_massacre.html
460  Feedback / DevLogs / Re: XenoRaptor [New demo: 25/02] on: February 27, 2014, 03:26:23 PM

Love the new effect, looks so powerful

As for menu ideas, that GIF got me thinking. How about for a title screen, you have the cyberdragon on the side, and it "blasts" the title onto the screen? (Like laser blast, and as the effect fades away, the title remains or something like that)

I mean, the title already has a similar color and style of the beam
Pages: 1 ... 21 22 [23] 24 25 ... 39
Theme orange-lt created by panic