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877525 Posts in 32868 Topics- by 24306 Members - Latest Member: gilbertobitt

May 19, 2013, 05:59:06 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 275401 times)
increpare
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« Reply #750 on: May 31, 2010, 02:51:27 PM »

WRT cheetahmen, I'm trying to figure out how to put some puzzle elements into the game right now.  It's a bit mmmm.  Mmm.  Was aiming to get it done this weekend, but it turns out there's a big games jame on this weekend down south, so I'll definitely be late.  I'll still try not to be, though.
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mr. podunkian
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« Reply #751 on: May 31, 2010, 02:59:05 PM »

Also, if Podunkian wanted to limit this to "experienced developers" maybe he should have contacted specific game developers who he deems to be "experienced" instead of making it open to the general public by allowing anyone the freedom to sign up.

again, everything you've said has always been in the original post. i assumed people would use their best judgment both in signing up for a game, and for figuring out the scope of their games. the two week deadline had always been in the first post, in bright red, oversized text, and (at the expense of coming off as haughty) anyone who'd had the experience of making a game in that span of time should've known to try to stay away from anything overly complex or time consuming (3D + C# can be very time consuming). i have no sympathy in this regard, and i don't think it warrants any, as i think it's kind of discourteous to to occupy a space on the limited developers list and clearly disregard the time limit, as it both prevents the whole project from being completed AND it prevents other developers from giving it a shot.

with that said, it's a real shame about ooze as it was shaping up quite nicely, but ultimately the decision is up to you whether or not you'll stay on for the project or not, but it must be one decision or the other.
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mr. podunkian
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« Reply #752 on: May 31, 2010, 03:08:03 PM »

i'm really not trying to rock the boat here -- i was fine with the pace people were working at before -- i just wanted to make it clear what the intent of the project was, and to tell those who started earlier that things should be winding down now.
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increpare
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« Reply #753 on: May 31, 2010, 03:12:14 PM »

i'm really not trying to rock the boat here -- i was fine with the pace people were working at before -- i just wanted to make it clear what the intent of the project was, and to tell those who started earlier that things should be winding down now.
What Mr Podunkian means to say here* is 'I love you'.  I love you too, mister Podunkian, and I appreciate the effort you've put into this.  

ArmchairArmada - your game was looking cool.  I hope you keep up on it.  If you need any discussion as to how to get things into shape in a reasonable time-frame, this thread is probably a good place to do so : )

*according to the increpare school of Podunkian hermeneutics.
« Last Edit: May 31, 2010, 03:16:35 PM by increpare » Logged
JMickle
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« Reply #754 on: May 31, 2010, 03:22:24 PM »

again, everything you've said has always been in the original post. i assumed people would use their best judgment both in signing up for a game, and for figuring out the scope of their games. the two week deadline had always been in the first post, in bright red, oversized text, and (at the expense of coming off as haughty) anyone who'd had the experience of making a game in that span of time should've known to try to stay away from anything overly complex or time consuming (3D + C# can be very time consuming). i have no sympathy in this regard, and i don't think it warrants any, as i think it's kind of discourteous to to occupy a space on the limited developers list and clearly disregard the time limit, as it both prevents the whole project from being completed AND it prevents other developers from giving it a shot.
Just to throw in my 2 cents. As this project was starting I decided to stay out because of two reasons; 1) a two week deadline was unsuitable for me at the time and 2) the people that were signing up were much better game designers than I am. I decided to stay out of the contest for those reasons and I stick by that choice. I now see people signing up to TIG to enter this competition and people who appear to be very inexperienced (I'm not judging by postcount btw) and I feel like I am better game designers than them and they shouldn't be entering. I just think this is wrong and those people should be using their common sense to see that this is something that is actually for the elite, and I know it's not a very "indie" thing to do, but needs to be done sometimes. I am very much in favor of this event and really hope that the quality of entries is about equal. I hope that podunkian is enough of a dictator to throw away games that are not top quality and ask other people to make them. Dictatorship is good in small enough doses.
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« Reply #755 on: May 31, 2010, 03:42:28 PM »

To Mr. Podunkian.

STREEMERZ RULEZ FTW WOOHOOOO. ALTHOUGHT IT IS HARD AS F*CKING H*LL I HAD FUN. GRAPHICS WERE COOL, THE MUSIC WAS EPIC AND THE DIFFICULTY WAS HIGH. KEEP ON WITH THE GOOD WORK MAN.

P.D: Don't touch master y´s balls.

From: Me Smiley
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Melly
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« Reply #756 on: May 31, 2010, 04:05:00 PM »

I do hope he will at least give people a chance to improve their games if they aren't up to par. Who, Me?
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« Reply #757 on: May 31, 2010, 05:26:22 PM »

I'd hoped to have a fully playbale level up today. Didn't quite reach that far but figured I'd post a build of where I'm up to anyway for anyone curious how this is coming along.

Here's an image of how it's looking:


If you want to play this still not quite playable alpha:
Web: http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypass.html
Mac:http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassWin.zip
Windows:http://lockeddoorpuzzle.com/site/sites/default/files/jamgames/CriticalBypassMac.zip

Keep it at 640x480 as the HUD and cutscenes don't scale yet. Hold X to lock on to enemies, arrow keys to move. Once you kill those initial three aliens that's your lot for now I'm afraid. Sad

To-Do List:
- Spawn various enemy types in various attack patterns
- Have enemies do damage to player
- Make HUD work and scale
- More cutscenes
- Explosions
- Simple Boss Monster
- Polish to make it look less shitty.

If I get time I'd like to add some more levels, but with TIGJamUK3 this weekend I just want to get this a fully playable 1 level game by Thursday (within my 2 week limit). Then if no one cries about it I'll add some more levels next week. (PAST my deadline!)

Also, I don't like the BG music during the level itself. It's my attempt to carry over the musical cue of the original and it sounds awful. I'm not a very good musician.
« Last Edit: May 31, 2010, 05:32:52 PM by Perrin » Logged

allen
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« Reply #758 on: May 31, 2010, 08:16:16 PM »

That's awesome. You're getting pretty proficient at Unity. Did you make those enemies in Sculptris?

The alarm siren in the beginning reminded me of Deus Ex.
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madlobster
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« Reply #759 on: May 31, 2010, 11:21:12 PM »

As someone not in this, but just playing the games you are making, please, take as much time as you need.  The steaming turd that is Action 52 has been around for nearly 20 years.  The paradoxically good remake can take a bit longer than the original creation.
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Radix
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« Reply #760 on: June 01, 2010, 12:21:30 AM »

Oh my Google Alerts are burning. I'm in Fiji and I'm about to ask someone to marry me so fuck your deadlines~~.

Pod I'll talk to you tomorrow or something.
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« Reply #761 on: June 01, 2010, 01:04:58 AM »

New Ninja Assault build. I spent wayyyyy too much time making that ninja move.

http://dl.dropbox.com/u/254701/blog/action52/6_1/index.html

Still not a game, but it's starting to look like one.
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mr. podunkian
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« Reply #762 on: June 01, 2010, 02:30:59 AM »

Oh my Google Alerts are burning. I'm in Fiji and I'm about to ask someone to marry me so fuck your deadlines~~.

Pod I'll talk to you tomorrow or something.

rad(ix)al...! naturally the only way for you to do this is to make some contrived romhack and film it and then send it to kotaku!!! godspeed to oblivion, master r.
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mr. podunkian
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« Reply #763 on: June 01, 2010, 02:32:26 AM »

As someone not in this, but just playing the games you are making, please, take as much time as you need.  The steaming turd that is Action 52 has been around for nearly 20 years.  The paradoxically good remake can take a bit longer than the original creation.
everyone ignore this man. he knows not what he is saying. i will cut you from the project! ignore this man, immediately!
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« Reply #764 on: June 01, 2010, 07:49:57 AM »

New Ninja Assault build. I spent wayyyyy too much time making that ninja move.

I like yer graphics.

After landing a jump, there's an annoying delay before avatar can move again; you're probably already aware of this. Smiley
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