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1075982 Posts in 44155 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 09:29:33 PM
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381  Player / General / Re: Modern games are better than retro games. on: February 11, 2010, 01:16:59 AM
Hey guys, just wanted to say that fighting games are absolutely better than platformers.
382  Developer / Design / Re: The Neverending Hybrid Game Design Game on: February 10, 2010, 01:42:46 AM

Match 3 + Rts

Match gems to make units, use those units to attack your enemy's base and destroy it. Do you go for quick matching to get more units, or concentrate on your battle strategy? Tough question. Can you focus on both at the same? I don't think so.  Cheesy
Have you ever played the old MMF game 'Siege'?

(I think it's MMF).
383  Developer / Indie Brawl / Re: Indie Brawl: Blue Knight on: February 08, 2010, 01:16:22 AM
Anything you can do in the game is fair. Giggle
384  Developer / Collaborations / Re: Indie Card Story (Indie games crossover card game) on: February 07, 2010, 10:59:38 PM
Why is Tim a Love-type character? Don't you know that he invented the atomic bomb?
385  Developer / Design / Re: Subject base design: Beyond goal in game on: February 07, 2010, 10:16:56 PM
It's an interesting point you make. What I would add to it is that it's not really a binary switch between 'Subjective' and 'Objective'. Rather, it's a whole spectrum. At one end, you have something like Tetris, where there is only the objective. Further along, you might find something like Assassin's Creed, which is about completing the objectives, but it's also about 'being' an assassin, since you have a choice between, say, attacking the enemies head-on, killing them stealthily, or avoiding them altogether.

Likewise, games like Harvest Moon still incorporate some degree of objective-based gameplay, since you have to complete certain tasks to make your farm work well. Whereas Phun or Noby Noby Boy would be even further toward the 'subjective' end of the spectrum, since they don't really give you an objectives at all.
386  Developer / Indie Brawl / Re: Indie Brawl: Main Characters on: February 05, 2010, 08:45:54 PM
I haven't played Ark 22, but don't you think his S and Sv would be too similar?
387  Developer / Indie Brawl / Re: Indie Brawl: Support Characters on: February 05, 2010, 08:44:02 PM
I think the triangle thing is a good idea, it's fairly unique and recognizable.
388  Developer / Design / Re: The Neverending Hybrid Game Design Game on: February 05, 2010, 08:27:15 PM
Sokoban + MMORPG

A vast, open-ended world - or at least, it would be open-ended if the tunnels weren't blocked by boxes. You can level up by pushing boxes onto their designated squares. However, there is a strong PvP element to the game. The players are divided into four teams, and each has their own drop points which they are trying to push the boxes onto. You cannot fight each other directly - you must try to trap your opponent between boxes. Often you can just block off your opponent and force him to leave you alone, or to circle round and attack from a different direction. But with skill and teamwork, it's possible to trap your enemy completely. He must then kill himself to return to his spawn point.
389  Player / General / Re: Unanswered questions in the Mario series on: February 03, 2010, 11:17:31 PM
Speaking of Mario 2... just what the hell happened there? (American version I mean)

Wait, is that the Ice Climbers being held prisoner by a giant lizard?
390  Player / General / Re: Least favorite game genre on: February 03, 2010, 11:13:33 PM
It's not in the list, but my least favorite genre is the fighting game genre, specifically the traditional ones like Street Fighter, because I don't enjoy having to memorize all the complex button combinations for every move.
It seems a bit weird when people say this - in Street Fighter at least, the special moves are mostly triggered by a single button press and a movement of the joystick. And a lot of those movements carry over between multiple characters.

Maybe you mean it's difficult to pull off the moves, rather than to remember them? That makes more sense to me. I still don't know how it is physically possible to do Zangief's ultra.
391  Player / General / Re: Most fucked up animes and mangas ever on: February 02, 2010, 10:55:23 PM
More fucked up than Ninja Scroll is Wicked City, which IIRC is by the same director. It has a scene where the hero is sucked bodily into a giant vagina and then blasts his way out with a pistol.

In a similar vein is Urotsukidoji/Legend of the Overfiend. It was created by a director with an ambitious vision of an epic fantasy adventure, who was tragically constrained by the fact that he was actually supposed to be making a porno.
392  Community / Townhall / Re: Depict1 (GlobalGameJam2010) on: February 01, 2010, 10:54:07 PM
This was really fun. I thought the evil dude became predictable quite quickly, but you managed to hold my interest by introducing other mechanics like the spike-throwing.
393  Player / General / Re: Unanswered questions in the Mario series on: February 01, 2010, 10:45:06 PM
That's not birth, though. the story of SMW goes that Bowser trapped Yoshi and his friends inside eggs. Well... don't quote me on that.

That brings up a good point... Yoshi eggs are a pretty strange thing if you think about it. Yoshis can produce them endlessly as long as they have things to eat, and male yoshis appear to produce as many as females. Maybe they're not actually eggs, but egg-shaped excrement?
Ah, so maybe the Yoshis have evolved a camouflage mechanism whereby their feces perfectly resembles their eggs. The shit-eggs act as decoys to keep predators away from the real eggs. Perhaps Yoshi's throwing ability is an extension of that: predators associate Yoshi eggs with pain and danger because they are often used as projectiles. This means they will also avoid the real eggs (which could not be used as projectiles without killing the unborn Yoshi inside).
394  Player / General / Re: Greatest accomplishments on: February 01, 2010, 03:16:27 AM
One time on school camp we had to do this poetry/performance competition, where we had one hour to prepare and a list of 100 words that we had to use in our poem. I ended up writing most of the words for our group and speaking it as well. It was a very silly nonsense poem, kind of like a parody of T.S. Eliot, and after I saw the other peoples' performances I thought we would be a complete bomb. But when we went up and did it, everybody loved it and we won the competition.

Maybe that says something about me, that my greatest achievement was not a tangible accomplishment (the poem was pretty shitty) but gaining the admiration of my peers for a brief moment. But fuck that, it felt great.
395  Player / Games / Re: blatant clone of a nifflas game on the iphone on: January 31, 2010, 02:38:17 AM
Mipey, that sounds like a good plan, but I think you would have to be some sort of anime villain to pull it off.

"Mobile Bros, you think you can damage with your cheap knockoff of my new indie game. But what you do not realise is that events are proceeding exactly as I have predicted them."
396  Player / Games / Re: Fracturing on: January 30, 2010, 10:35:41 PM
And let's not forget Fuzz's most important contribution to the Tigsource community: Pissing off the frontpage commenters. Wink Hand Thumbs Up Right
397  Developer / Design / Re: Shrrom Shroom - "Smash Brother"-ish, eat Mushrooms on: January 30, 2010, 08:59:50 PM
It sounds really cool. However a lot of people don't like Smash Bros because the random apperance of items can be unfair, especially one-hit-kill weapons like the Dragoon or Hammer. It seems like what you're doing here could end up like an entire game of Dragoons and Hammers. What I would recommend is that you consider how you would reduce the randomness of mushroom appearances. Maybe the mushrooms always grow in the same spot, at the same rate, and you can see then gradually growing larger so you know when they are going to be ready to pick. Or maybe the players can even plant seeds themselves. I dunno, it's just something to think about.

Also I love the guy farting out poison gas. I don't know if this is the tone you are going for, but I think it would be cool to emphasize this and make the whole game really grotty - maybe the water guy can pee on his enemies, and the fire guy belches or something.
398  Player / Games / Re: Fracturing on: January 30, 2010, 08:50:15 PM
Surely there are more people on Tigsource who develop freeware hobbyist games than who create games to sell? Could be worth a poll, actually...
399  Player / General / Re: Unanswered questions in the Mario series on: January 30, 2010, 01:32:21 AM
When the bob-omb flashes red and swells up and down, he is actually absorbing air through his pores and into his body. The reason he swells is because of all the air filling up his insides. But then the air becomes compressed so he shrinks back down again. This process is repeated several times until the air reaches an extremely high level of compression. When the bob-omb expels the air all at once, it creates the explosion that we know and love. However, since all the force of the blast is directed outward through the pores, the bob-omb does not suffer any damage himself.
400  Player / General / Re: Unanswered questions in the Mario series on: January 30, 2010, 12:33:55 AM
I thought the movie was great. It sucked, sure, but it was a movie about Super Mario. Plus eh Bob Hoskins is one of my favorite actors.
What I liked about the movie was that I could imagine that the director actually wanted to make a dystopian sci-fi movie, something like Blade Runner, but the producers told him he had to make a movie based on Super Mario Bros instead. So he basically gave them a big fuck-you and did both at the same time.
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