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1265
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Feedback / Playtesting / Re: Bravehorse
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on: April 04, 2008, 11:21:18 PM
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By the way deadeye, don't you think its time to upgrade from that old 4400mx? I mean, I think that's the same graphics card abraham lincoln had when he wrote the gettysburg address.  Dude... I know. I KNOW. I had some extra cash recently, and I wanted a swanky new laptop. My girlfriend talked me into getting a fancy HD tv instead. And I would just put a new card in this computer, but that would be like putting diamonds on a pig.
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1266
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Feedback / Playtesting / Re: Bravehorse
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on: April 04, 2008, 05:09:10 PM
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Also, has anyone ran into the glitch where the blue horse at the begining falls through the floor?
Yes, that happened to me. Edit: Wait, do you mean during the cutscene? When the game portion started, whatever the first enemy was fell through the floor, but I couldn't see it clearly, it happened so fast.
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1267
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Feedback / Playtesting / Re: Bravehorse
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on: April 04, 2008, 10:59:58 AM
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I have the latest DirectX with a GeForce4 MX 440 with the latest drivers, and this is what it's looking like on my screen:   Too bad too, this game looks pretty badass 
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1269
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Player / Games / Re: Here come the Crayon Physics clones
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on: April 04, 2008, 12:14:32 AM
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Marker WorldThen there's Pocket Physics for the DS but that's an entirely different platform  The game features unprecedented environment interaction and real-world physics. Unprecedented my ass. By definition a clone is precedented. And wasn't that made by that Sphax fellow who stole the Construct pixel shader demo and called it his own too? Edit: My mistake, he's making PhysicsDraw 
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1271
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Player / General / Re: Legend of Zelda Movie!!!
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on: April 03, 2008, 02:57:59 PM
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I think it's pretty amazing for a joke.  Agreed. It was this close to being convincing. If it weren't for a few little crummy details mixed in with the awesome it would have been a grade A hoax.
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1272
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Feedback / Playtesting / Re: Dire Haven - Platformer (Second demo)
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on: April 03, 2008, 11:43:05 AM
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"I don't know how or why I was finally able to pass it, it just decided to work for some reason." Try jumping. It works.
Well what do you know, bigbossSNK is right. Who'd have thought? I guess my jump finger was just too heavy. The tiniest tap does work. Complaint retracted!
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1273
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Feedback / Playtesting / Re: Dire Haven - Platformer (Second demo)
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on: April 03, 2008, 02:31:23 AM
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Ah, I finally got around to playing this. Pretty sweet so far. I agree with what everyone has said so far... the different characters, the gore, the controls, the instant re-spawning... all quite good. My one major complaint (aside from occasionally falling through vertical platforms) is this part right here:  It took me longer to pass this part than the rest of the game combined. It's broken as hell. I realize that you're just supposed to run straight off the edge instead of jump, but it just didn't work. I did it like thirty times in a row, and every time the little dude would catch on the corner briefly, then fall straight down into the spikes. I don't know how or why I was finally able to pass it, it just decided to work for some reason. One minor complaint is having a very tough trap at the beginning of a level, and then easy traps after that. If you make a dumb mistake after going through the toughest part, it's likely you won't be getting back to where you left off for a while and it breaks up the flow of the game. Each room should be harder than the last, but as a general rule each trap in the room should be harder than the last as well. One thing I'd like to see at the end instead of "the end" in yet another cold, concrete room is an exit of some sort. Grass, trees, blue sky, butterflies, and sweet, sweet freedom for my little naked person. Maybe not as an end to the demo, but the final version? It would be a nice reward.
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1275
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Developer / Creative / Re: Working in groups
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on: April 02, 2008, 02:16:08 PM
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I highly recommend marriage.  Um... thanks, but my girlfriend and I aren't the get-married-and-squirt-out-some-kids type. But we've been living together for five years now, so something's going right.
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1276
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Feedback / Playtesting / Re: Psychic Jesus ***trailer***
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on: April 02, 2008, 02:09:46 PM
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I could definitely add more action into the game  If that would make you peoples happy  If you want to go ahead, but personally I think it would be fine as a puzzle-game like you first envisioned.
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1277
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Community / Competitions / Re: Idea pool for new TIGS competitions
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on: April 02, 2008, 02:04:44 PM
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<rant> The joy I get out of these competitions is going through the creative process while watching others do the same. The fact there are a bunch of playable games at the end is just a side effect of a bunch of people publicly going through the creative process.
To this end I would like to encourage all people to "Show your work" no matter what competition is chosen next...
I think the community would benefit more by seeing how your creative genius works than what it has created.
I agree with you 100%. I love reading WIP reports. I would have posted more, but I held off on posting my game in the first place for fear of embarrassment at not being able to finish (which I didn't, but I'm proud of myself for what I did accomplish).
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1278
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Developer / Creative / Re: Working in groups
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on: April 02, 2008, 01:52:01 PM
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I'd like to thank everyone so far for their input. It is helpful getting some insight on this. It appears that due to past experience I've developed some skewed notions of how a team should interact. And considering I've had nothing but negative experiences with teamwork, it might seem like I'm sour on the issue, but that's not the case. I do hold out hope that some day I'll find a team that actually clicks. You are right, I suffered from a little "superhero" syndrome ... I almost forgot that it took me YEARS to find a team that actually works. At the moment my team is made of 4 artsy-techy people, and I have to agree with you people able to make games (when there are no guaranteed-money involved) are pretty rare.
So basically "if at first you don't succeed, etc?"
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1279
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Player / General / Re: T-Rex Monocle!
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on: April 02, 2008, 01:08:25 PM
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I thought waffleimages only worked for SA.
Hey, what do you know. I was right.
Edit: Ah, that's better.
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