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361
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Feedback / Playtesting / Re: Chessmine
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on: April 27, 2009, 10:48:13 AM
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Good game. It has some nice, challenging, and well-crafted puzzles  . But yeah, it's too short  . Make more puzzles. EDIT: What the hell happened at the end, though? I was also a little confused by this. But I guess we'll find out in the sequel 
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362
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Feedback / Playtesting / Re: This game is Wizard
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on: April 25, 2009, 10:24:24 AM
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I quite liked it  . It was totally oldschool DOS game style, and kind of reminded me of F. Godmom. It was pretty challenging, even though the difficulty curve kind of looks like an EKG readout. My only complaint was the fake walls... argh! I'm not a fan of fake walls that are necessary to pass the level. They just seem kind of cheap, like they're there to artificially bump up the challenge. For things like secrets and bonuses they're fine, but... yeah, just my personal opinion I suppose. Anyway, I got all the treasures on all the levels, but I wasn't aware that there were other ranks for not getting hit/not using keys (until I read this thread afterward). But even though the game was fun, I don't think I'll be going back to try for those. If it had been made apparent that those were goals from the beginning I would have tried while I was playing, but now I just sort of feel like I'm satisfied with completing the task that was put before me, if that makes any sense.
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363
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Developer / Creative / Re: Today I created...
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on: April 25, 2009, 10:11:57 AM
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It's interesting how I'm motivated to work on something as trivial as this, even despite the fact that I can (do something productive instead etc.) I often distract myself with meaningless little challenges that I know I will never use. I could use that time to work on my game, but... I think I just like learning. It's more exciting than actually doing.
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364
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Player / Games / Re: Ludum Dare 14 - April 17th-19th
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on: April 23, 2009, 05:28:27 AM
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A couple of people said they got lost playing one section of my entry, so here's a handy map:  I did get a bit turned around in the lights-out section, but only for a minute or so. By the way, thanks for including the source. It was fun unchecking the Immovable attribute on the mountains and knocking them into each other 
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365
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Developer / Creative / Re: Today I created...
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on: April 20, 2009, 01:47:34 PM
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Deadeye:
I thought you used that incomplete "Tower of Goo" plugin for physics.
What? Er, are you talking about David's Object Pairer plugin? That's what he was testing when he made his Tower of Goo clone. Anyway, you can pair instances with family picking as well so that's what I did, I've never actually tried his Object Pairer. I posted the source on the Construct forums if you want to have a look. It's kinda messy though 
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366
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Developer / Creative / Re: Today I created...
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on: April 17, 2009, 06:22:55 PM
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Is dat some verlet physics shit deadeye? It's sort of a homebrew version, I guess  . I hacked it together in Construct with Box2D (which according to the Box2D forums, uses a Symplectic Euler integrator rather than Verlet, so, uh... if that makes sense to you then you're one up on me). i'm pretty muthafuckin sure this is for muthafuckin monitoring your muthafuckin progress and posting muthafuckin experimental things you wouldn't muthafuckin post otherwise, muthafucka
Word. I'm not really going to make a game with it, I just put it together to see if I muthafuckin could. I plan on texturing it with sprite mesh distortions (since there are no polygon drawing tools in Construct yet) and calling it done.
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367
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Player / General / Re: BAN SUPER JOE?
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on: April 17, 2009, 12:25:37 PM
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Whoa Renton, when did you become a mod?  Jesus, I need to stop by the forums more often...
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370
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Developer / Creative / Re: Today I created...
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on: April 17, 2009, 11:11:13 AM
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A gooshy, soft-bodied blob: http://www.box.net/shared/fxrn6v8behThis thing represents a good week of work because I couldn't get the recipe right. All previous incarnations failed catastrophically, either collapsing in to a pile of mush or exploding without warning. He's still kinda fragile (you can fuck him up pretty good with the mouse cursor). But he'll be singing songs and eating berries pretty soon, I hope  (not really)
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371
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Player / Games / Re: Bob's Game
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on: April 10, 2009, 02:35:44 PM
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This thread is now officially about Pokemon.
Knock yourselves out. As much as I hate Pokemon, Bob is worse.
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373
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Feedback / DevLogs / Re: Vert
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on: April 03, 2009, 01:59:23 AM
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To do list: Checking one more thing off the list  This one didn't go nearly as smoothly as getting rid of the map files did, due to some poor planning. When you hit a checkpoint, all keys you have collected since the last checkpoint remember they've been picked up. If you collect a key and then die before hitting a checkpoint, you'll have to collect it again. Sounds easy enough, but because of the planning issue I had to revamp my level loading, and inadvertently created about five new bugs for myself to squish  . It all seems to be working fine now, though. I just have to figure out what I want my checkpoints to actually look like (somehow I don't think a purple square with a scribbly letter "c" on it will suffice). That was great. Really polished so far, and i love the little dude. I can only imagine how complicated these puzzles are going to get!
Thanks  . I have some ideas for tricky maps, and some plans for new puzzle elements. I also want to have a "token" system for unlocking hard bonus maps. In some levels there will be an optional token tucked away in a very difficult to reach spot, and if you collect a few then you unlock a new set of maps. Well, that's the plan, anyway. The framework to add the content in is already there, I just have to make maps 
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374
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Player / Games / Re: A coincidence
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on: April 02, 2009, 09:04:34 AM
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Although I have to say I find the shortening of "explosion" intensely annoying. More so than the unnecessary contraction of two different words? Not meaning to be a jerk, all I'm saying is that from the perspective of someone who has just seen both names for the first time they both seem equally clumsy to me.  [/devil's advocate] Explodemon does look pretty fun, though. Reminds me of Mega Man.
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380
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Feedback / DevLogs / Re: Vert
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on: March 31, 2009, 09:16:23 PM
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To do list: Internalize map files in the .exe
I can't believe how easy this was to do. It took me all of five minutes. I added two new lines of code and altered one old line... and it worked the first time  . I love it when that happens. http://dl.getdropbox.com/u/529356/Vert%20demo%20v0.2.1.exeNo more map files! It's pretty much the exact same demo as above, though, so not much has actually changed.
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