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1076036 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:49:48 AM
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Pages: 1 ... 67 68 [69] 70 71 ... 87
1361  Feedback / Finished / Re: Red Rogue on: January 14, 2010, 04:49:11 AM
just posting to say i'm following this game avidly Smiley good luck with this i hope you finish it.
1362  Developer / Design / Re: The Neverending Hybrid Game Design Game on: January 14, 2010, 04:46:18 AM
pokemon + dance dance revolution

just my childhood fantasy
1363  Developer / Creative / Re: Guilt on: January 13, 2010, 03:21:27 PM
my games get around college pretty quickly, and i feel that inadequacy/guilt thing when i see them being played.

It is a very strange thing when someone is recommending my game to someone else, and i'm there like 'well, its not AMAZING'
1364  Developer / Indie Brawl / Re: Indie Brawl: Amita Range on: January 13, 2010, 03:17:07 PM
the purple/blues looks most reminiscent of the game, at least for me.

but yeah it looks great and the size looks fine.
1365  Community / Assemblee: Part 2 / Re: Bitworld [Finished (OSX)] on: January 12, 2010, 09:20:24 AM
ITS TOMORROW WHERE IS MY GAME
1366  Developer / Indie Brawl / Re: Indie Brawl: Support Characters on: January 12, 2010, 09:04:38 AM
I think by lasers he was referring to the beams in VVVVVV that reverse your gravity when you touch them.

This.

Quote
Damaging lasers are a must, but are already pretty well covered by the Iji level. Lasers don't get much more epic than an Alpha Strike.

And this, actually. Both. All of your post. Everything about it was perfect. What a brilliant post. You, sir, are a master poster.
1367  Developer / Indie Brawl / Re: Indie Brawl: Support Characters on: January 11, 2010, 01:25:32 PM
maybe captain viridian can appear in places and if a character touches him their gravity is switched.

if not the captain maybe a trinket or a checkpoint or some other object in the game.
\


OMG of course the lasers!
1368  Community / Assemblee: Part 2 / Re: Bitworld [Finished (OSX)] on: January 11, 2010, 01:22:42 PM
Yeah it doesn't work on my mac as well. "Can't open because it's not supported on this system"

iBook G4 OSX version 10.4.11

looks like i'm also waiting for windows version Tongue
1369  Player / Games / Re: VVVVVV by Terry Cavanagh (Mac/PC/Linux) on: January 11, 2010, 12:49:42 PM
played the demo (glad there is one because i have no  Hand Money Right) and it was great!

pfeh what more can i say
1370  Developer / Indie Brawl / Re: Indie Brawl: Support Characters on: January 11, 2010, 12:45:57 PM
Maybe we ought to just have a VVVVVV stage? It would certainly remedy any problems flipping gravity in every possible stage would have. It could have two flat "bottoms" with platforms in between, and fully open sides so people can still be knocked out on non-health modes.

Plus I love the main overworld theme and would love to hear it in this game in some way, shape, or form, holy shit. Kiss
I was about to suggest a stage instead of a character.
1371  Developer / Collaborations / Re: TIGProvement on: January 10, 2010, 04:19:47 PM
Maybe we should have it so that people have to post "X" amount of posts before they can make a topic of their own? It'd cut down on all the manbabies whoring out their games. If they can't bring themselves to post, say, ten posts before they go in their marketing spiel I don't think we'd want them around anywho.
what? awful idea.

My first 5 posts:
1) Intro post
2) Manbaby topic
3) My Music topic
4) My Games topic
5) reply to my games topic

and I wasn't doing anything wrong.
1372  Developer / TIGCast / Re: [#006]: What It Means to be a Badass on: January 10, 2010, 11:04:58 AM
well my breaks were/are gonna be around 3 or 4 seconds... at most  Hand Shake Right Angry Hand Shake Left
1373  Developer / Indie Brawl / Re: Indie Brawl: Lyle on: January 10, 2010, 11:00:37 AM
Yeah, that's true in the original game, but will Lyle also pick up block items like that?
I think it would give him a bit a of a speed disadvantage, since other characters can pick up items instantaneously.

Oh, and now that I think about it: Lyle also needs a throwing animation for other items than cubes.
can't they just sit in the same place on top of his hands?
1374  Community / Townhall / Re: FlashPunk on: January 10, 2010, 10:57:08 AM
I'm finding flashpunk very easy to work with Smiley managed to port my GM platform physics and level loading stuff to it perfectly.

All this without the docs! imagine what i can do with them! I"LL TAKE OVER THE WORLD AHAHAHA
1375  Developer / Creative / Re: So what are you working on? on: January 10, 2010, 10:51:45 AM
Just learning flashpunk, which is seriously awesome by the way.

Planning a game in it called JUMPSUMA! about a giant satsuma falling out of a plane and having to bounce of buildings and crash through them to land on the ground.

just making mockups and basic engine tests for it for it
1376  Developer / TIGCast / Re: [#006]: What It Means to be a Badass on: January 10, 2010, 06:40:40 AM
Ah i was thinking just about making music so the podcast is more interesting (not that it isn't, music could just make it better  Wink)

But yeah I guess your right, and I doubt that I'd shun more exposure.

DO BOTH
1377  Developer / Indie Brawl / Re: Indie Brawl: Items on: January 10, 2010, 04:43:46 AM
smoke. there are two really good unrefutable points:
1) its less work to make 1
2) it wont confuse the player

players WILL search for the meaning of random effects.

but either way, its LESS WORK
1378  Developer / Indie Brawl / Re: Indie Brawl: Lyle on: January 10, 2010, 04:42:08 AM
whats the shadow cube look like now? I think i heard the one in the OP isn't the current one
1379  Developer / TIGCast / Re: [#006]: What It Means to be a Badass on: January 10, 2010, 04:39:13 AM
I'd be up for making some more very short musical punctuation marks Smiley
1380  Developer / Technical / Re: Saving level data in a string... What am I doing wrong? on: January 09, 2010, 12:13:11 PM
Oh, by the way, you can add strings together, which could make you code simpler to read:

input-
Code:
str1= 'Hello';
str2= 'frg';
draw_text(str1+str2);

output-
Quote
Hellofrg
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