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

December 29, 2014, 09:27:53 PM
TIGSource ForumsDeveloperCreativeCollaborationsLights! Camera! Action! ACTION 52 OWNS (let's do this)
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Author Topic: Lights! Camera! Action! ACTION 52 OWNS (let's do this)  (Read 365236 times)
Fireshaw
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« Reply #360 on: May 11, 2010, 02:14:14 PM »

What do you think of the controls and the enemies?

I really enjoy what you have so far.  Rodeo clowns or a stampede of space horses could make for a cool addition.

Just FYI, an error occurs if you die with your lasso out, which is the most shameful way for any rocket jockey to die.

hahahah that was awesome.

Do you think you are going to do the first as well?

prob not. i gotta do my own game and then i have work work to do. sorry bro

You've tantalized us with your dulcet tones and left us wanting more.  Encore Hand Clap, encore Hand Clap
« Last Edit: May 11, 2010, 02:19:56 PM by Fireshaw » Logged

JaJitsu
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« Reply #361 on: May 11, 2010, 02:38:03 PM »

hahahah that was awesome.

Do you think you are going to do the first as well?

prob not. i gotta do my own game and then i have work work to do. sorry bro

damn. I have an intro and ending that don't match @_@
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oranda
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« Reply #362 on: May 11, 2010, 03:00:09 PM »

hahahah that was awesome.

Do you think you are going to do the first as well?

prob not. i gotta do my own game and then i have work work to do. sorry bro

damn. I have an intro and ending that don't match @_@

Juxtaposition! How very... indie!
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mr. podunkian
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« Reply #363 on: May 11, 2010, 03:33:37 PM »

streemerz is finished

i just wanted to put that out there.
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mr. podunkian
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« Reply #364 on: May 11, 2010, 05:00:15 PM »


download it here
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JaJitsu
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« Reply #365 on: May 11, 2010, 06:02:57 PM »

streemerz is finished

i just wanted to put that out there.

Does that mean you can remake my intro?  Well, hello there!
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L
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« Reply #366 on: May 11, 2010, 06:39:18 PM »

Here's the latest on Rocket Jockey:

Got a title screen, a variety of enemies, and part of the first level. If anyone has any ideas for other stuff, let me know.

Barrels that you lasso to grab and throw! Followed by a boss that dearly needs a barrel to the face.

Also: Ghost Riders in the Sky.
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handCraftedRadio
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« Reply #367 on: May 11, 2010, 07:07:09 PM »

Finally beat Streemerz. Very fun game. I love the ending stage, it was so cool and awesome and funny. Also:



I...HATE...this SCREEN!
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MaloEspada
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« Reply #368 on: May 11, 2010, 07:34:03 PM »

A52 characters:


fuzz, time warpers, beeps and blips, streemerz, cheetaman, lollipop, OOZE, haunted girl
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Melly
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« Reply #369 on: May 11, 2010, 08:10:36 PM »

So you're back to making Rosy? Grin

Streemerz is a fun game. Beat it.
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Games: Minus / Action Escape Kitty
Fireshaw
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« Reply #370 on: May 11, 2010, 08:18:10 PM »


Very fun.  The Bionic Commando homage was awesome.  Great job.
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Arne
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« Reply #371 on: May 11, 2010, 08:35:09 PM »

I made some enemies which glide in and take a shot at the players with a giant plasma sword/flamer thing. I discovered that I had to scale down the ships so I did that with the engine, so it looks a bit sloppy.

Also made a Stress test. The lasers are individual bullets, and while the explosions are invisible, you can see the effect of the shockwaves (which affect everything). It's 4ms worst case now. The game won't be quite this busy though...
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deathtotheweird
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« Reply #372 on: May 11, 2010, 08:57:30 PM »

snip

I too hate that screen. it's the one I died the most in. dumb.
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oranda
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« Reply #373 on: May 11, 2010, 11:12:35 PM »

Added fire ants to Dedant. Not in the original, but dang it's just such an obvious enemy.

http://www.awesomenessinabox.com/files/dedant/Demo.zip
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L
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« Reply #374 on: May 12, 2010, 01:07:42 AM »

Level 2 of Star Evil is complete.



http://l.j-factor.com/gamemaker/starevil001.exe

Added: new enemies, new boss, scoring, level skip cheat.

Level skip: Mash the "right" key on the title screen until something happens, then push X to start at level 2.

(Incidentally, has anyone remixed the Star Evil music yet? I could do with something like that right now.)
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sergiocornaga
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« Reply #375 on: May 12, 2010, 01:19:34 AM »

Ugh... I'm really sorry guys, but unless this gets some kind of extension (like, a week or two) I'm going to have to drop out. I feel terrible for leaving it this late but I was so sure I could do it.
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JaJitsu
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« Reply #376 on: May 12, 2010, 02:13:04 AM »

3:10am  Tired

I am practically done.

still need:
a title screen
credits at the end
and Mr. Podunkian's intro [if he is kind enough to do it.]

i'll get the credits in first thing tomorrow and upload the game.
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Luca Pavone
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« Reply #377 on: May 12, 2010, 03:21:45 AM »

http://sites.google.com/site/lucamakesthings/shooting-gallery

Aside from some polishing that needs to be done, the game is in a 'ready' state.
Try out the latest demo, play with an IRL friend at the same keyboard, and go shoot some Barrels, Ducks and Crocodiles (which fly into space!)

Probably the only things that need doing are Music, and maybe another target variety to spice things up.
There's also a minor bug for putting too much input on game over which I can't quite get figgled out yet. I'll think of something and implement it tomorrow to overcome this problem.
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Have a Nice Day!

ACTION-52-200A3AB8
"Shooting Gallery"
Triplefox
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« Reply #378 on: May 12, 2010, 03:30:17 AM »

I don't get why people are dropping out just cause of a soft deadline. I'm going to be full-time through the rest of the month with this thing! Beer! And if the other brawler games need code support I can lend a hand there, too, by reusing the engine.

I got the idea to mash up the "original" (ripped) music of Ninja Assault with that of other martial arts games to make an insane medley of furious fists and flying kicks. I haven't really worked on this idea yet but I'm sure I'll get to it sometime soon. After I have sprites and collision, maybe. I'm going to get multiple actors spawning and have them collide tomorrow("today"). I'll also do a ninja sprite. I've got some preliminary concepts sketched...the final will just be rotoscoped off Poser though, I can't spare the time for a more detailed treatment.

I also figured out some broad concepts for combat. I don't want to do block anims, and ninjas should dodge anyway, so there's no blocking in this game, just attack priorities and knockback. That gives me these anims for the ninja(supplemented with lots of effects and flashing):

  • idle
  • walk
  • jump
  • knockback/death
  • standing attack
  • charge attack(optional?)
  • jump attack

I might not get them all done in one day, not with the other stuff I want to do; enemies can get away with fewer, fortunately.
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sergiocornaga
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« Reply #379 on: May 12, 2010, 03:50:46 AM »

I don't get why people are dropping out just cause of a soft deadline.

Depending on feedback on just how "soft" this deadline is, who knows, maybe I'll be staying.
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