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878113 Posts in 32906 Topics- by 24327 Members - Latest Member: MasterFenrir

May 21, 2013, 07:18:55 AM
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 276145 times)
L
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« Reply #690 on: May 26, 2010, 07:01:53 PM »

I think this could work.... IF you wean the player on much weaker gravity blocks first. The puzzle-type stuff (which I presume means getting as close to the repulsive blocks or as far from the attractive blocks as possible) should probably be shifted to the second level at least.

Also: Two up and down blocks in opposition should cancel each other out instead of making the ship gyrate.

Also: give the ship some 'roll up' and 'roll down' sprites when moving upward and downward. See various Gradius games for what I mean.

Also: the ship doesn't move with the scrolling? What kind of shmup is this?
« Last Edit: May 26, 2010, 07:14:22 PM by L » Logged
Mar
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« Reply #691 on: May 26, 2010, 09:22:00 PM »

jesus weren't you guys supposed to be done WEEKS ago?

I WANT TO PLAY ALL 52 GAMES OF AMAZINGNESS DAMMIT!


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L
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« Reply #692 on: May 26, 2010, 10:27:29 PM »

You could just play my game 26 times on each difficulty!
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increpare
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« Reply #693 on: May 27, 2010, 12:40:12 AM »

I got nothing done yesterday, almost. Damn.  More tonight, I hope : )
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L
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« Reply #694 on: May 27, 2010, 01:50:25 AM »

In the meantime, if you have any pet theories about what the hell the enemies are supposed to be in Spread Fire, or why they made a game about a space lobster, I'd be happy to hear them.
Hmm...
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moi
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« Reply #695 on: May 27, 2010, 09:36:04 AM »

Operation Full Moon







Okay, This is all I've got so far. Levels 1 to 4 are done (final game should have 8 levels). You can continue playing after level 4 but the levels will be mostly empty.
I might have been a little bit too ambitious with this game, oh well...
I won't be able to work on the game next week, I think I will have it finished by june 20th or something.
I know the game is a bit difficult right now, I'll work on that.


Donwload
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lelebęcülo
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« Reply #696 on: May 27, 2010, 10:00:06 AM »

Progress report: Finished adding sounds, figured out how to add WAV files onto my Flash game for seamless looping, cursed Adobe for a while for making me go through hoops to get that working, did some tweaks to gameplay and continue work on building the first level.

I'm very hopeful that I can finish level 1 by the end of the week.
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Games: Minus / Action Escape Kitty
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« Reply #697 on: May 27, 2010, 01:45:03 PM »

Hmm... it's kind of hard to control four vehicles at once, especially when making them stop moving just causes them to swing sideways, ruining their ability to dodge shots. Suggestion: you start off with just one tank, but also enough funds to deploy three more instantly if you wish.

Thanks very much for trying it and letting me know what you think!

Yeah, the game has come out rather sloppy and, er, attritional, but I just want to get it finished at this point. More sound effects will come.
I tried out some version of your game a while back - it felt nice and solid ... reminded me a little of return fire in its solidity.
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mr. podunkian
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« Reply #698 on: May 27, 2010, 02:41:35 PM »

I think I will have it finished by june 20th or something.

bro, don't know what part about the loose may 14th deadline was hard to understand, but i'm betting you can get your game done sooner than the 20th.
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moi
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« Reply #699 on: May 27, 2010, 06:03:23 PM »

Oh yeah I can get it sooner than june 20th. I meant june 20th as the maximum date, it's just that when is the deadline already? It's a floating deadline , a fucking floating deadline, hold on to your butts!
I'll have it finished in june, that's for sure. But I can't work starting tomorrow until the 6th because of moving out of town for work .
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lelebęcülo
L
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« Reply #700 on: May 27, 2010, 11:15:52 PM »

Okay, This is all I've got so far. Levels 1 to 4 are done (final game should have 8 levels). You can continue playing after level 4 but the levels will be mostly empty.
I might have been a little bit too ambitious with this game, oh well...
I won't be able to work on the game next week, I think I will have it finished by june 20th or something.
I know the game is a bit difficult right now, I'll work on that.
Observations:
* Level 1 needs much more variety to be genuinely engaging. There's only one kind of obstacle?! Moreover, they seem to be distributed too consistently over the level - there's no real difficulty ramp within level 1.
* The spinning bullet turrets seem to be less threatening than the standard bullet turrets, since about two thirds of their bullets are sent in entirely the wrong directions.
* The sliding shields and the laser turrets were a welcome addition - the shields, I feel, should have made a showing in stage 2. Also, these things really shouldn't just be dispensed randomly, as it seems they currently are. Placing them with diligence and care in several varied combinations could really make a memorable level.
* Also, the powerups should be released with more consistency rather than at the capricious whim of a trickster god.
* The health powerups should probably not have "H" for health (moon buggies can't really be called "healthy") so maybe replace with a less specific "+" sign.
* You shouldn't end a level when there are enemies still on the screen!
* The ground is a bit too high-contrast. It doesn't look as flat as the gameplay and tyre tracks suggest it to be. I recommend dulling it or lightening it.
* Some small bugs: the tyre tracks aren't quite aligned with the tyres, and I somehow destroyed a turret base without destroying the turret gun. Also, the explosions don't move with the scrolling, so they incorrectly float forward with the player.
« Last Edit: May 27, 2010, 11:22:34 PM by L » Logged
Triplefox
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« Reply #701 on: May 28, 2010, 01:42:44 AM »

Progress report: Been busy with other stuff. Ninja sprite is almost completely animated. Enemies are going to be lifted from the original assets, even though it'll clash; I want to ship this thing in early June and move on. The basic collision code is ready, and I just need abilities and combat filled out now to have gameplay. Music is done and just needs to be spliced out and converted, as I did it all as one big track. The other three levels still need backgrounds done. SFX still need to be done.



I might put up a build for the end of the month.
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increpare
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« Reply #702 on: May 28, 2010, 04:31:21 AM »

Okay, didn't get too much done yesterday - though did make some decisions (which counts for something).  Hope to get the first third (-ish) of the game done this weekend.
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hamburger
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« Reply #703 on: May 28, 2010, 06:30:36 AM »

My game has spiky balls and spiky ceilings and levels in it now.
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« Reply #704 on: May 28, 2010, 08:44:27 AM »

Thanks for that, L. Neat interpretation of the blue sprite, I like it. It's either given me a great idea or a terrible one. We shall see...
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