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1075755 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:35:05 PM
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361  Feedback / DevLogs / Re: Yamato on: July 05, 2012, 05:44:01 AM
So I need real multiplayer footage for the trailer. Just doesn't look right.

If anyone might be able to help, let me know. But there's an indie meetup coming up where I can likely get some, so if all else fails I'll get it there. Then I can release.

In the meantime, besides little tweaks and touches, she is done.
I'm taking a momentary break from it to put ITIAMOSIWE out there.

Don't worry, I'll be back.

http://www.youtube.com/watch?v=DfIcZtjAch8
362  Developer / Creative / Re: Need help (re)naming my game on: July 04, 2012, 11:01:37 AM
Interruption Tycoon
363  Feedback / DevLogs / Re: Yamato on: July 03, 2012, 07:11:30 PM
Making a trailer and webpage.

May as well do it up right!
364  Developer / Business / Re: name infringement? on: July 03, 2012, 10:59:49 AM
Have an alternate business name in mind, but don't worry too much. On the off chance you get some noise, switch to the alternate.

I go by Hangedman but I use Hangedman Design for things because it's far less likely to cause conflicts.
365  Hidden / Unpaid Work / Re: A different take on TCGs on: July 02, 2012, 02:56:24 PM
You've got ideas, and you're a programmer. That's definitely a step above most people who have ideas.
But everyone's got ideas. Vague concepts to massive design documents, and ideas aren't games.

If all you have is an idea and a promise of possible future revenue maybe, it'll be difficult to get people to help beyond those who are interested in the concept, and they may not stay working on it if it doesn't seem to be going anywhere. TCGs in particular only work if they're well-balanced and have a variety of emergent playstyles based on the central mechanics, and thus are hard to make.

If you're a programmer, you can make a prototype of your card game, just a simple one. Platform is irrelevant, you just have to show that it works. Because if it's fun, it won't matter that the graphics are junky placeholders or that it has no music.

Until you can do that, it will probably be tough, because what you're asking right now is for other people to make your game for you.
366  Feedback / DevLogs / Re: Yamato on: July 02, 2012, 10:45:37 AM
I know. But I've been sitting on it for quite a while.

And something occurred to me: why not release it? There are still some bugs I can't pin down, especially the ones that come up with 4 inputs/controllers all going at once. But that's because I only have one controller.

It might be a bit buggy, but since it's not a commercial product, letting it go might be the best way to get it polished up.

Also, to test new game mechanics.
367  Feedback / DevLogs / Re: Yamato on: July 02, 2012, 10:06:04 AM
I could release this today, with a bit more work.

Should I?
368  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: June 28, 2012, 04:27:13 PM
It's not you in particular I think phubans, just a coincidence in this case. Thread went to shit, someone actually wondered where it went, which is fair enough.
Also, Dan's been here for a bit, his stuff is well known.

So it goes?
369  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: June 28, 2012, 07:21:11 AM
Cyberinjector
Sensorium
Digital Spectacular
Selfhack
370  Feedback / DevLogs / Re: Yamato on: June 25, 2012, 07:06:53 PM
Splash screens added.
Menu tweaked, beautified.

Alternate shooting controls added for pad.
You can now do twinstick, with Rstick shoot, or you can do ABXY 8-dir mashing. Both work at once.
L is now jump, R is now special. Was suggested by the Dirty Rectangles dudes, and it is really, really smooth, actually.

Having this setup also makes this more viable for different formats, as it now can be thought of corresponding nicely to the arcade stick+6button layout.

I guess it's kind of redundant to have up and down do nothing, but I don't have a real way around that and sticks are just too damn fiddly to have alternate controls where up is jump and down is special, as I once thought might be good. Just too easy to accidentally flick the wrong way, and deadzones are universal for both sticks. To be investigated.

Left to do:
Help (Gameplay, Controls, Info)
Fire effect to see players who have used fire scrolls

Is that really it?

Possible final features or etc to try before release:
Ability to step on other players
360 attack aim for twinstick (an unfair advantage for twinstick players, maybe?)
Wall jumps/slides (might be too annoying to code to be worth it)
Solving of weird edge case controller issues (the problems with using Axes as buttons, the fact that having 3 controllers causes P4 to freak out if P4 is keys)
Doublejump fx

...Wow, that's really it.

I'm almost there.
371  Feedback / DevLogs / Re: Yamato on: June 24, 2012, 02:30:43 PM
Almost done, again.
Been almost done for weeks. Getting frustrated.
Still, I got a lot of good input and feedback from people, and I'm cleaning things up and tweaking things to reach that final working point.

No more bugs that I know of, with the exception of one that may or may not be impossible for me to fix, as they're just a problem with the coding of the input plugin itself. I can find no evidence of anything that would cause them to happen. I may just have to leave them in, as it's nothing that I can control. They're only in edge cases, weird input combinations, and etc.

Now it's just polish, tweaks, etc.

Here's the cleaned up menu. The vertical space is so I can add more later easily, if I wish.


I'm also still mulling over who the hell this game is for.
It basically has to be played with an xbox controller, or one hell of an arcade stick. And it's a multiplayer 2-4 versus game. So it may come to pass that no one ever has the means to play it. Or they'll dismiss it out of hand.
It was just something I wanted to make.
372  Hidden / Game Club / Re: The Junestravaganza Votematorium on: June 24, 2012, 10:34:05 AM
Vindictus

and

Ogre Battle
373  Player / Games / Re: Nintendo 3DS on: June 21, 2012, 08:09:23 PM
Nintendo 3D Sexel.

And also I preferred the angular corners to the curved ones.
Also that won't fit in my pocket.
But at least there are proper buttons now for start/select/etc.

I wonder if it stretches DS games and makes them ugly.
374  Feedback / DevLogs / Re: Yamato on: June 18, 2012, 02:57:51 PM
Plugin replaced with proper font reader, thanks to the geniuses who somehow keep Construct alive! Spritefont out, Resource in.
Found a great royalty-free brush font: Edo SZ

Back on track!
375  Feedback / DevLogs / Re: Yamato on: June 18, 2012, 12:30:57 PM
Possible solution in the works.

Please stay tuned.
376  Feedback / DevLogs / Re: Yamato on: June 18, 2012, 11:19:27 AM
Updated the first post, since it hadn't been updated in forever.

I was going for an arcadey feel with the font and sprites, but they may get a visual upgrade if I feel like it.

However, first I have to address myself to the random plugin breaking
377  Feedback / DevLogs / Re: Yamato on: June 18, 2012, 10:15:17 AM
I'm nearly done. Incredibly close.
And I'm hitting gamebreaking bugs with the Construct plugins.

I'm having difficulty deciding what to do at this point.
With a lot of work, I could create an alternate solution. But it would set me back a long way.
And I don't even know if it would work. It may just break in the same way.

Need to think about this.

378  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 17, 2012, 08:51:08 AM
All right, here's a rerelease of Space Dreams. Fixed a few bugs, cleaned a few things up. Still kind of shite, but that's part of the charm.

https://dl.dropbox.com/u/7216965/SDDX131.zip
379  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 16, 2012, 05:44:35 AM
I'll dredge it up when I get home in a few hours.
380  Community / Competitions / Re: 7DFPS on: June 15, 2012, 01:23:07 PM
UNDONE: Yamato No Nazo

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