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878757 Posts in 32935 Topics- by 24345 Members - Latest Member: Acrimiens

May 22, 2013, 03:08:10 PM
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1  Developer / Indie Brawl / Re: Indie Brawl: Stage Design on: June 03, 2010, 06:03:08 PM
Lugaru's stage would just be a flat, featureless plain with the same inch of grass tile pasted over and over. Just like the real game.  Tired
1 vs 1
no items
Trilby only
Lugaru stage
2  Developer / Indie Brawl / Re: Indie Brawl: Items on: June 03, 2010, 06:00:33 AM
If it doesn't slow the user, then it is still slowing time locally.
Couldnt you do a global time slow, then speed up the character by the difference to to compensate?
3  Player / General / Re: Phil Fish Dreams on: June 02, 2010, 09:28:34 AM
I kind of have the urge to make that game now. Nice mock-up sprite work, by the way.
4  Developer / Indie Brawl / Re: Indie Brawl: Stage Design on: June 01, 2010, 06:37:41 PM
I'm with raptor on this, it seems to me the hands, taken directly from eversion, wouldn't be that big of a problem. They appeared at varying points in the y axis, meaning most would go over the players head, there was never more than one on screen at once, and the actual hitbox of the bloody thing was 1/4th of what it appeared to be, even the brawl characters have larger hitboxes comparatively.
5  Player / General / Re: Fun and Free MMO games on: June 01, 2010, 07:59:15 AM
Correct me if I'm wrong here, but about half of these games don't appear to warrant the 'MMO' tag at all. Any game that relies on small instances with little to no overwold in which to interact with say 100+ people doesnt seem to me to fit the definition of massive. Urban dead, runes of magic, and atlantica online seem to fit, but in games like league of legends, most of the gameplay is being shared between a squad of four or so, which is less than massive.
6  Developer / Indie Brawl / Re: Indie Brawl: Stage Design on: May 31, 2010, 03:11:22 AM
Went back and played eversion again to see. I dont think the hands would be too much of a problem at all they came about twice as often as the deathworm attacks, and kept the eversion hitboxes (most of the sprite doesn't connect, only about 3/4ths the read hand).
7  Developer / Indie Brawl / Re: Indie Brawl: Stage Design on: May 30, 2010, 06:29:45 AM
Pah, I never got cresselia, got palkia all the time, and dialga maybe 35% of the time. As for the hands, I think they'd be fine if they kept the move speed, hitboxes, and occurance rate of the side scrolling level in which they appeared. Honestly, those hands are tame in comparison to...say...the deathworm level.
8  Player / General / Re: I want floppy disks back ;_; on: May 29, 2010, 12:29:55 PM
I have seen flash drives that have a slit in the back to hold a business card. Seems like an expensive endeavor, though, just to offer a game along with your card when the download link would work. Same goes for Ramiro's cards in that link.

On the other hand I guarantee if you did some searching you could find a pile 128mb flash drives for like $5 on eBay. Order those up and load 'em with your business card, resume, and some 10mb games.
I managed to get a €10 memory stick in Germany, guess the size? 4 gig.
Buts that's like 14.50 American, and unless you have a resume longer a summary list of total files at the patent office, price per unit is far more important than price per megabyte.
9  Developer / Indie Brawl / Re: Indie Brawl: Heart of Chzo on: May 27, 2010, 11:56:40 PM
I agree with making this stage a less "vanilla" stage than others. Its the heart of chzo, of all places, it should at least be able to compare to, say, norfair from ssbb in terms of putting people on edge, though not using the same methods of course. When it comes to maps you'd expect to be abused the hell out of on, I cant think of any map more deserving than the heart of chzo.
10  Developer / Indie Brawl / Re: Indie Brawl: Heart of Chzo on: May 26, 2010, 07:42:40 AM
You could just have his runthrough slash have a split second lag between the animation and hitbox detection, allowing a prepared player to just barely avoid it. In that case, it'd be putting player on edge and make them more paranoid as well, which I imagine the prince may be fond of.
11  Developer / Technical / Re: Anyone else bias towards Game/RPG maker games? on: May 24, 2010, 05:42:20 AM
C'mon guys, this is an entire page without hatred, accusations or holy wars. Let's get back on track or people might think we actually LIKE each other!  Hand Knife RightNinjaHand Knife Right
You're face is stoopid and your stuwped.
12  Developer / Technical / Re: Anyone else bias towards Game/RPG maker games? on: May 23, 2010, 03:54:51 PM
Jesus, is there anything that cant be used to make vidya games?
13  Developer / Technical / Re: Anyone else bias towards Game/RPG maker games? on: May 23, 2010, 03:26:32 PM
That reminds me, in 5th grade I attempted to make a video game in powerpoint. Someone ought to do that.

I'm pretty sure we had a compo entry in Powerpoint once...
http://forums.tigsource.com/index.php?topic=11349.0

That man deserves a medal.  Mine was just a lame CYoA type deal, with pictures.
14  Developer / Technical / Re: Anyone else bias towards Game/RPG maker games? on: May 23, 2010, 03:21:26 PM
That reminds me, in 5th grade I attempted to make a video game in powerpoint. Someone ought to do that.
15  Developer / Business / Re: Limited edition floppy disk version for point-and-clicks? on: May 23, 2010, 03:17:50 PM
Haven't had a floppy drive in 3 years, so I cant say I would actually purchase such a thing.
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