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878739 Posts in 32935 Topics- by 24343 Members - Latest Member: Good Enough Games

May 22, 2013, 02:06:04 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 276663 times)
RaustBD
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« Reply #1020 on: June 12, 2010, 07:01:09 AM »

so I take it there are no takers for music help?
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GZ
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« Reply #1021 on: June 12, 2010, 08:18:21 AM »

I am still working on Chill Out. I am hoping to get a demo out within a few days.

http://gzstorm.com/screen/progress_1.png

The colouring is probably going to be fixed up and some of the graphics edited, but this is fairly representative of how it will look.
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JaJitsu
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« Reply #1022 on: June 12, 2010, 09:01:24 AM »

Newest Ninja Assault:

http://dl.dropbox.com/u/254701/blog/action52/6_11/index.html

It's been slow going mainly because I started on another project with a vastly more interesting implementation-time-to-results ratio. That in turn means that I'm going to have to keep my interest on this one up by making this game's design cooler than the average beat-em-up.

I'm thinking of something where bashing the enemies flings them into targets and you try to min/max the supply of enemies against the available targets to get a high score on each "course," rather than just do a boring progression through the levels. I'll have to work out how to make the enemies behave interestingly enough so that this is challenging and fun though...I think that can be done.

is the ninja suppose to be dancing to the music in tights?
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Perrin
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« Reply #1023 on: June 12, 2010, 10:58:48 AM »

CRITICAL BYPASS progress report



First level of the game is now fully playable, here's the new builds (same links as before):

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

Controls are arrows keys to move, X to lock on to enemies, and release X to fire

This is finally coming together so I really want to finish this off over the next few days.

My new to-do to finish this off:
- Balance/improve attack patterns
- Improve HUD graphics
- Add three more levels based on same code
- Make HUD scale to higher resolutions
- Keep track of high scores

I'm pretty sure the extra levels will be fairly easy, going to reuse most of what is there already with some different environments.
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MaloEspada
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« Reply #1024 on: June 12, 2010, 11:20:35 AM »

Newest Ninja Assault:

http://dl.dropbox.com/u/254701/blog/action52/6_11/index.html

It's been slow going mainly because I started on another project with a vastly more interesting implementation-time-to-results ratio. That in turn means that I'm going to have to keep my interest on this one up by making this game's design cooler than the average beat-em-up.

I'm thinking of something where bashing the enemies flings them into targets and you try to min/max the supply of enemies against the available targets to get a high score on each "course," rather than just do a boring progression through the levels. I'll have to work out how to make the enemies behave interestingly enough so that this is challenging and fun though...I think that can be done.

the run animation doesn't match the character's speed, just pointing it out
« Last Edit: June 12, 2010, 01:34:53 PM by rdein » Logged
AtionSong
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« Reply #1025 on: June 12, 2010, 01:32:10 PM »

Updated Hambo: Download .zip

Changes:
- Updated menu to A52 style (change with "C"; select with "X")
- Changed control system based on podunkian's suggestion:
-- ^ and V move you forward and backward
-- < and > rotate you counterclockwise and clockwise, respectively
-- C + < or > strafes left and right
-- X jumps
- Added collectibles & two additional achievements
- Minor behind-the-scenes script cleanup & a few model improvements

i kind of wish the game had more to do with the source material. the original game was quite donkey kong-y.

My first test level for the game was a 3D model directly copying the first level of the original Hambo, but I found that the ladder-climb gameplay didn't translate very well--it was just really tedious. I decided to do more traditional horizontal gameplay, but tried to retain the idea of climbing upward by making the gameplay on multiple floors of a factory and using multiple levels in the rooms. Just to explain the reason behind that.

In closing, tomorrow I am packing up (well, technically I've already packed) and moving to a temporary residence for the next few weeks. I'll have my laptop with me, but it's processor is not quite up to the task of running Unity. For all intensive purposes, (because I think the hope is that, by the time I have my desktop up and running, this collab would be over) you can consider this the "final" (v1.0) version of the game. I'll try to keep up with this thread from afar, but best of luck to all the other devs until I'm back again! Gentleman
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On the web: www.worldofarcana.com -- Orange Box: The Musical!: http://www.youtube.com/watch?v=1hJ6VlkxU-8 -- "All is grist that comes to the mill"
Pishtaco
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« Reply #1026 on: June 12, 2010, 01:47:59 PM »

Updated Storm over the Desert (feat. unsilentwill): http://www.swfcabin.com/open/1276375339

Anyone have any tips on packaging an flash game as an exe?
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increpare
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« Reply #1027 on: June 12, 2010, 01:53:52 PM »

Updated Storm over the Desert (feat. unsilentwill): http://www.swfcabin.com/open/1276375339

Anyone have any tips on packaging an flash game as an exe?
Just open up flash projector, I think that allows you to open stuff and export as exe.
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pgil
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« Reply #1028 on: June 12, 2010, 01:54:58 PM »

SO i might as well post this. First two levels of Rocket Jockey.

git it here

Let me know what you think. I already know the first boss is lame.
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MaloEspada
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« Reply #1029 on: June 12, 2010, 02:26:16 PM »

Very nice, pgil. The music is great, the controls are great and the pacing is just fine IMO. The graphics are very nice too (specially the space backgrounds).

I didn't like a lot the first "mini boss" (the bulls). It's a bit hard to hit them, taking me a few minutes to get past it.

The first boss is a bit boring, yeah, but mainly because you need to wait til you can hit it. Maybe have it move more, or change its patterns faster?
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Triplefox
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« Reply #1030 on: June 12, 2010, 02:43:10 PM »

the run animation doesn't match the character's speed, just pointing it out

Thanks, I never got around to tuning it and then stopped paying attention. It'll be better next build.
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allen
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« Reply #1031 on: June 12, 2010, 02:54:41 PM »

For turning flash into exes you can do the projector way or this which lets you better handle it:

http://www.goldshell.com/versiown/main.htm

also its free
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Nate Kling
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« Reply #1032 on: June 12, 2010, 04:41:23 PM »

HandCraftedRadio and I are beginning to work on our second game, City of Doom.  Got finished with a mockup.  If our plans go accordingly it should have a pretty interesting mechanic to it.  I'm going with a slightly modified gameboy palette for this one.

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increpare
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« Reply #1033 on: June 12, 2010, 04:46:24 PM »

Looking cool, Nate!
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pgil
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« Reply #1034 on: June 12, 2010, 04:47:44 PM »

the two lightest greens are too close imo. Otherwise it tres bien.
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