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876919 Posts in 32839 Topics- by 24278 Members - Latest Member: NeverMind

May 18, 2013, 04:00:18 AM
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Pages: 1 ... 6 7 [8]
106  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 16, 2010, 01:35:51 AM
Another progress report, but not much to say. I'm still working on Chill Out, but at a slower pace. I've been busy with other things but I don't think this will be a huge delay.
107  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 14, 2010, 06:05:06 AM
There will be a small tutorial mountain that explains the basics of the game (ie. falling far is lethal, snowbanks break your fall, rope, etc). The general idea I have right now is a few mountains (levels) and a boss level. The goal is going to be reaching the top.

I haven't gotten into any of the story stuff yet but there will be some kind of story in the game.
108  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 14, 2010, 05:24:10 AM
I haven't been able to work on mine as much as I'd like in the last few days, but I am getting steady progress. Here is the demo:

http://gzstorm.com/screen/ChillOut_000.zip

The core gameplay is mostly done, I am using the platform code from Matt Thorson's Grandma Engine as a base. The only controls not listed are pressing C (jump) in mid-air to throw a rope that grapples trees, and pressing down lowers down from platforms.
109  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 12, 2010, 08:18:21 AM
I am still working on Chill Out. I am hoping to get a demo out within a few days.

http://gzstorm.com/screen/progress_1.png

The colouring is probably going to be fixed up and some of the graphics edited, but this is fairly representative of how it will look.
110  Developer / Technical / Re: Gamemaker 7.0 sound problems on: June 10, 2010, 01:54:23 AM
I recall experiencing this before, but I don't know if it can be avoided. For instance, a few seconds ago I generated some noise in Audacity and lowered the volume of it (amplify, -20 db). Then I copied the data and hit play. Volume was low, so I pasted another copy below it. It got louder, and every new copy made it even louder until it maxed out. So I am pretty sure this isn't just a GM thing.

Have you used sound_stop to stop the wall hit sound before you play it? It might be a little weird sounding that way, but it might be more desirable than the volume stacking like that.
111  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 09, 2010, 05:42:17 PM
This is my progress screenshot for Chill Out:

http://gzstorm.com/screen/progress_0.png
112  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 08, 2010, 05:10:15 PM
i'll be starting round 3 of removals pretty soon. again, those who've not posted, please post about your games, or you will risk being cut!
I recently signed up (about 4 days ago) and I usually don't post about development of games I work on. Since this is a different circumstance, I'll be posting about my progress soon. Thanks for the reminder.
113  Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: June 04, 2010, 10:19:39 AM
Also going to throw my praise in for Mashman, it's really solid. Since this is eventually going to be packaged as all 52 games in 1, I think it's important to make sure the games aren't too hard, long, or frustrating otherwise people will probably get impatient and skip to another game. Mashman passes all these tests for me, and even though it's gameplay is basic, the presentation, style and story are great.
114  Player / Games / Re: "The Jetpack Retrofit Contest" - help remaking a classic? on: February 09, 2010, 08:06:18 PM
Yeah, I'm pretty sure he meant prizes since it's a contest.
Quote
Prizes
A total of $200 will go to the 6 people who create the most content chosen for use in Jetpack.

The top 2 will receive $50.00
4 runners-up will receive $25.00
In addition EVERYONE who submits work used in Jetpack will receive:

A FREE premium/deluxe/platinum edition of Jetpack
Your name in the credits of the game

It's not a lot, but I'd say it's more about helping out on a cool indie game than anything.
115  Player / Games / Re: "The Jetpack Retrofit Contest" - help remaking a classic? on: February 09, 2010, 07:56:11 PM
I've been following this new Jetpack for a while and I'm looking forward to it. I'm not a graphics guy but I'd highly encourage anyone with the skills to check this out. There's even a tech demo on the blog ( http://www.jetpackhq.com/blog/2010/01/18/control-me/ ).
116  Developer / Creative / Re: Enjoy this 1 hr. Zombie Prototype thing on: February 08, 2010, 07:15:48 PM
Great mechanic, it automatically increases the difficulty over time too. I haven't played a game using this before, it also ties in to the whole zombie idea.
117  Player / Games / Re: Underrated Indie Games (previously Obscure Indie Games) on: February 08, 2010, 05:50:46 PM
This is a great series, thanks for sticking to it for so long. There's a lot of interesting games here, and the fact that you have it in a youtube channel really does a good job of representing what the games are.
118  Player / Games / Re: David Jaffe is tired of "art games" on: February 08, 2010, 05:38:36 PM
I don't see labeling as the problem. I think, generally speaking, we all know the "art games" that are being referred to here. While I don't agree with the way they went about communicating their dislike for such games, there's a lot of valid points in there. You can't deny statements such as "art games" not being fun. This is hard to deny, because the a great deal of art games look for other ways to engage people besides being fun. That's no surprise.

My feeling is that "art games" are lazy, and as a product of this, there is a huge backlash against them. It's become more acceptable now to showcase an idea rather than a game. Where previously someone would take an interesting idea and make something fleshed out from it, the "art game" simply exists to show the author thought up such an idea first. In many ways, I feel people who are in the art game scene are constantly trying to outdo each others ideas. I don't see a point to this, because you mostly appeal to people in the game development community, and even then, it's very much divided.

I don't like most art games, as I said I think they are generally lazy. The best way I could explain how I feel about art games, is how I feel about people who hype their games that will never be released. They will post these great screenshots, talk about how they have all these amazing features, but the game won't ever make it. It's too ambitious, and maybe the creator isn't able to deliver on everything so he has to cancel it. It's attention seeking, and very little craft of game development is involved. Pretty much how I feel about art games.
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