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879187 Posts in 32967 Topics- by 24357 Members - Latest Member: Irene

May 23, 2013, 12:29:44 PM
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Pages: [1] 2 3 ... 156
1  Developer / DevLogs / Re: Owlboy Development on: January 31, 2013, 03:33:15 AM
I think it looks fucking fantastic, I played the demo and it looked great too.
So to counter the "so boring it's baffling" i'm gonna say it's so exciting it's jizzin'.  Hand Shake Left Well, hello there!

BALANCE RESTORED!  Tiger
2  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: January 31, 2013, 03:27:42 AM
not really a mockup, it's an actual screenshot from our GGJ13 entry, we are polishing it up a bit, like removing those ugly seams and stuff


click to make it big  Hand Any Key

thread about the game here: http://forums.tigsource.com/index.php?topic=31257
3  Developer / DevLogs / Re: Tower of the Gorillion on: January 30, 2013, 03:10:38 PM
I agree with you, Eclipse.

We tried putting the darker tiles in the foreground after hearing some feedback, but since the latest public version we've reverted it to light tiles in the front and dark tiles in the back. Instead, we just took pure black out of the tiles altogether, and adjusted the colour slightly.

awesome! and yes, pure black probably was making the contrast too high and that helped to the confusion, general rule is: background tiles needs to be a color more similar to the sky than the foreground ones, this way you can also achieve a nice "fog" effect :3

Rock on!  Hand Thumbs Up Left
4  Developer / DevLogs / Re: Tower of the Gorillion on: January 30, 2013, 02:33:10 PM
the fact is: in the screenshots it's right, in the current demo is wrong Smiley

Also shadows casted from the foreground tiles on the background ones could help a lot
5  Developer / Feedback / Re: The King is Drunk [GGJ2013 Rome] on: January 30, 2013, 02:29:29 PM
sadly the good old days on tigs are over :\ it's more like a wasteland nowadays. yep.
6  Developer / DevLogs / Re: Tower of the Gorillion on: January 30, 2013, 02:18:06 PM
lighter stuff should be on the foreground, darker one in the background, it's not me saying that but basic color theory, besides that and the annoying giant fox right at the beginning of the game, looks like fun
7  Developer / Feedback / Re: Stoneheart (zelda-goof-troop-like GGJ game) on: January 29, 2013, 07:33:41 AM
wow looks very good :D congrats! we made a co-op game inside a dungeon too: http://forums.tigsource.com/index.php?topic=31257.0

goof troops was great Smiley
8  Developer / Feedback / Re: The King is Drunk [GGJ2013 Rome] on: January 29, 2013, 07:31:48 AM
I've also made it open source, if anyone wants to see how a little jam game is made Beer!

It's quite amazing how much Tommo and Danny wrote in under 48h, but beware, all the gameplay was coded in C++ inside header files, don't do that for real non-jam related projects, ever :asd:

oh I forgot to add: the theme for the jam was just an heartbeat sound, we wanted to avoid follow-the-beat or games featuring hearts because we knew a lot of people were going to do that, so after thinking a bit outside the box our process was something like heartbeat -> mood swings like panic\anger -> anger management.
Tommo wanted to do a co-op game, I wanted to do procedural stuff, and a friend of ours told us he was punched in the face by a drunk type for no reason while walking down the street. All this stuff mixed up inside our brains and yeah: a drunken goblin king and his minions of course.
9  Developer / Feedback / The King is Drunk [Released] on: January 28, 2013, 06:14:09 PM
We made a co-op, 2 to 5 players game during the Global Game Jam 2013 and we won the chapter in Rome as "Best Game".

We had great fun making the game and the whole jam was an absurdly amazing experience, with more than a
hundred jammers and a lot of very cool people.

So yeah, the goal of the game:

The Goblin King is drunk and he's lost in his dungeon again...
Please fellow minions, help him find a bed to crash for the night!
Taunt him so he will follow you but beware his anger. Only a beer will calm him down!

As I said, this is a game for 2 to 5 players - actually it supports single player too, but it's a lot better with more than one player (let's say it kind of suck if played alone) :-)

Supports keyboard and xbox 360 gamepads! (sorry, no other kind of pad support at the moment, time was against us Sad but if you have a ps3 pad you can use DS3Tool!)


Features:

- Procedural levels!
- Fancy graphics!
- Colored goblins!
- METAL!  Hand Metal Left
- A very douchebaggy king.


Credits:
CODE
Tommo (twitter)
Danny Calleri (twitter)

ART
Giuseppe Navarria (it's me!) (twitter)
Flaminia Grimaldi (a very talented girl we met at the jam)









10  Developer / DevLogs / Re: Mission Control on: January 14, 2013, 04:29:31 PM
looks interesting. Glow the hell out of those sprites and grids for a cool and cheap neon effect!
11  Developer / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: January 14, 2013, 02:38:34 PM
tried the demo, it's quite good!
It lacks a way to save during the game but maybe it will be there on the final game?
You should lock the camera so it never goes past the map boundaries, it's kind of weird starting the game on the lower right part of the map and seeing all that black everywhere. Polishing aside, it's shaping up really well and it's already quite engaging, great job
12  Developer / DevLogs / Re: SpaceHero Command on: January 14, 2013, 02:35:36 PM
Ok I love it. This has tremendous potential and a very nice style.  Tiger
13  Developer / DevLogs / Re: SpaceHero Command on: January 14, 2013, 02:11:27 PM
it looks a lot like Laser Squad :] Please tell me it's going to play a bit like a cute version of Laser Squad
14  Developer / DevLogs / Re: Spud's Quest on: January 12, 2013, 12:36:36 PM
cannot wait to get my hands on this game Well, hello there!
15  Community / Announcements / Re: Bulla Bolla - CKC's entry to the GameProg.it Retro Unity Contest on: January 12, 2013, 12:29:01 PM
cute little Bubble Bobble clone Smiley
you should add a "Press R to Retry" text in the game over screen!
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