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

Login with username, password and session length

 
Advanced search

1075756 Posts in 44140 Topics- by 36111 Members - Latest Member: Uncle Scotty

December 29, 2014, 12:01:51 AM
  Show Posts
Pages: 1 ... 15 16 [17] 18 19 ... 30
321  Feedback / Playtesting / Re: Hunger on: October 13, 2011, 10:04:17 AM
I'm not sure what happens. I try to eat the person at the 3rd drop and there are a few white bursts but it doesn't seem to work then I get a game failed.

Also, I think the click spam is unnecessary when you should be able to hold it to "eat" unless I am not using the controls right.
322  Developer / Business / Re: Gabe’s Hypocrisy on: October 13, 2011, 09:49:26 AM
I think a major difference is that for iOS, the app store is the only game in town, while on PC, you can release your game in a number of different ways. Its just that most of the other ways just won't do as well as a big distributor like Steam. PC is an open platform while iOS is not.
323  Developer / Technical / Re: RPG Leveling System on: October 13, 2011, 09:32:33 AM
Why not simply require 100xp points for each level?
It's much simplier for a player to estimate xp reward this way.
You can easily assign xp values for quest and monsters in terms of monsters per level.


The whole idea of leveling is that it requires more work to get to each later level. So either each monster gives a static amount of EXP and the amount you need rises each level, or each level requires the same amount of exp and the same monster will give less as you level up.
324  Developer / Writing / Re: Help on more detail for my story? on: October 12, 2011, 11:13:09 PM
Reminds me of the Brave Little Toaster.
325  Developer / Creative / Re: Vote on My Next Project on: October 12, 2011, 07:19:54 PM
I vote platformer before RPG mostly because of lack of details and the characters are secondary to me compared to the mechanics.
326  Developer / Business / Re: Releasing a demo long before the full version? on: October 12, 2011, 06:26:14 PM
I am all for a free version and a pay version, I just don't think that having free version 0.99 suddenly turn to pay version 1.0 would be a good idea since you wouldn't be offering much incentive and you would be taking away the free version (don't know how you meant the shift to work).
Notch had a static free version and regular updates on the paid one, so people who paid were continuously getting new stuff. What would stop a large number of freeloaders from jumping ship when you finally finished the game if you spent a lot of time on the free version without creating a large incentive to switch?
327  Developer / Business / Re: Releasing a demo long before the full version? on: October 12, 2011, 05:45:30 PM
Suddenly charging for something that was free can put off a lot of people. As long as you make the jump from free to pay a giant one with many new and exciting features and its not simply a minor update that adds almost nothing and suddenly starts charging for the game.
328  Developer / Design / Re: Designing a fun/good ability system on: October 12, 2011, 05:38:08 PM
I would think your solution to be dependent on how many slots a unit would be likely to have as well as how many original abilities they come with/can get.
329  Developer / Technical / Re: RPG Leveling System on: October 12, 2011, 05:19:01 PM
If you don't want/need a giant table of manually created exp points for a level up, you could calculate them with a formula.

pointsRequiredToLevelUp = (15 * level) + (9 * (level - 1));

This would yield the following values:

1 - 15
2 - 39
3 - 63
4 - 87
5 - 111

Obviously, you would need to alter a formula if you wanted to hit closer to certain points like the ones you originally specified. I just made that one up to ballpark it.
330  Player / Games / Re: The Binding of Isaac on: October 11, 2011, 05:29:52 PM
I think I've beaten it around 7 times and I am still missing about 1/3 of the items.
331  Developer / Design / Re: The "Reasons to kill avoidable badguys" Thread on: October 11, 2011, 05:28:23 PM
If they randomly selected from hand made levels, I would think the differences in what items you picked up previously and your condition would have a great influence on how you played the level.
332  Developer / Design / Re: The "Reasons to kill avoidable badguys" Thread on: October 10, 2011, 05:43:32 PM
Just Because: Its a game. What else you gonna do besides kill stuff. Its like at least half the game.

Revenge: You knew those jerks in grade school and they were always messing with you. Turn those tables.

(seriously now)

Growth: The longer certain enemies are alive, the stronger and smarter they will get.
333  Feedback / Playtesting / Re: Operation Video Game - Horse Owner on: October 08, 2011, 02:22:21 PM
You should probably introduce yourself here a new forum user: http://forums.tigsource.com/index.php?topic=45.0
334  Developer / Creative / Re: Best approach to finding alpha & beta testers on: October 06, 2011, 11:09:26 AM
I've never even played Evony. Just heard....things.
335  Developer / Creative / Re: Best approach to finding alpha & beta testers on: October 06, 2011, 12:51:29 AM
I would be interested to see what the game is about and how it looks. I don't think many people would be willing to test without some initial information and screenshots of the game. A site link would do wonders.
336  Developer / Creative / Re: Best approach to finding alpha & beta testers on: October 05, 2011, 04:36:46 PM
You seem to know a lot about him.
337  Player / Games / Re: The Binding of Isaac on: October 04, 2011, 10:53:54 AM
I hope that is some kind of joke.
338  Player / Games / Re: League of Legends on: October 02, 2011, 01:37:39 PM
This is just one of those games I'm never going to be any good at.
339  Feedback / Playtesting / Re: s q u a r e    a l o n e on: October 01, 2011, 12:47:43 PM
Had a lot of the issues other people did. Kinda sad when I found that flowing vein of squares and when I wanted to join them to end the game, I ended up seeming to destroy them all.
340  Player / Games / Re: The Binding of Isaac on: October 01, 2011, 12:05:54 PM
First time I played it, I had so many good items. Started right off with the item that give you triple shot, ended up getting a battery, range up, and charge shots later. Had a dead cat that gave me a bunch of lives. But, then I had to go to work and assumed it wouldn't save so I left the game on, except Steam started updating random games and somehow filled my hard drive until it somehow crashed the game in the process.
Next playthrough, horrible and grueling. Aside from range increasers and fire speed, had no real upgrades. An absence of keys left me with about 2 floors of no items what so ever. Made it to mom, but died horribly.
Pages: 1 ... 15 16 [17] 18 19 ... 30
Theme orange-lt created by panic