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878935 Posts in 32945 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 12:42:45 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsProcedural GenerationRescue: The Beagles [FINISHED-BETA]
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Author Topic: Rescue: The Beagles [FINISHED-BETA]  (Read 75908 times)
Sar
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« Reply #120 on: June 06, 2008, 04:19:46 AM »

Is this a Vista problem or a graphics card problem?

As it goes - it runs fine for me on Vista, with a GeForce 8600GT.
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Currently working on: Chronicle of Mars
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nenad
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nenad_jalsovec@passport.com nenad16x16
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« Reply #121 on: June 06, 2008, 04:37:58 AM »

Is this a Vista problem or a graphics card problem?

As it goes - it runs fine for me on Vista, with a GeForce 8600GT.

Good to hear that Smiley
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0rel
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« Reply #122 on: June 07, 2008, 07:21:18 AM »

Very, very nice game! Wonderful. My favorite in this compo

All fits so well together:
  the handmade pixelart,
  the music,
  the sounds,
  and above all, the gameplay!

...plays just perfect after the last update!
And not to forget: the smart use of PG.
Feels not random at all. Just the right approach to the PG method.
Every round is different in a well tuned manner and never boring/unfair...

Two minor, not that important points:
* Fonts on the title screen: maybe too many of them...
* The display for the parachutes and ropes is a bit too small maybe.
Gameplaywise a small display right above the player would work best probably, but wouldn't look that nice. Or different variants of the player sprite, one with backpack when one or more paracutes are available, and another with the ropes, and the combination. But it's so small, rather difficult to make it look good.
Maybe i simply should remember the number of collected items..
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nenad
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« Reply #123 on: June 07, 2008, 12:29:00 PM »

Thanks, Orel.

The title screen will be reworked somewhat for the final release.

I see printing the number of remaining parachutes/ropes above the player when they are used is not as effective as it seemed at first. It's still easy to lose the track. I'm thinking adding the backpack and a piece of rope to the player avatar might be the best solution for the problem after all. It needn't be too noticeable. Just a subtle difference in the sprite that player will learn to recognize as a signal.
« Last Edit: June 07, 2008, 12:32:11 PM by nenad » Logged
Tommunism
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« Reply #124 on: June 10, 2008, 04:32:35 PM »

Awww...how cute! Really enjoyed the game. I loved the controls, overall the feel of the game was really nice. Great job!
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diaskeaus
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« Reply #125 on: June 10, 2008, 05:00:58 PM »

I was pretty suspect at first, but after playing through most of the entries, you've got my vote.  Really nice job.  Smooth, cool concept, and well-done.
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Annabelle Kennedy
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« Reply #126 on: June 11, 2008, 09:36:37 PM »

*


*how much i love this game
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Melly
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« Reply #127 on: June 11, 2008, 11:09:28 PM »

I wish Annabelle would fanart my game. ;.;

nenad consider yourself lucky.
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nenad
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nenad_jalsovec@passport.com nenad16x16
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« Reply #128 on: June 12, 2008, 02:17:56 AM »

Shocked Shocked Shocked
Annabelle, this is so... well... umm... awwwww... Shocked... awesome beyond words! Kiss. You made my day... no, week... wait - month! I spent all of the morning just staring at the picture giggling. It catches the vibe of the whole thing so accurately. It's simply hard to believe how masterfully you interpreted the sprites and transposed them into a full drawing. Very evocative. Likes, likes, likes! Kiss. This is not really a fan art, more like a commercial grade package artwork.

I love the toxic atmosphere, the cuteness of the dogs, the contrast between doctors and the characters and the sense for details, like how she's cheerful and he's a little bit fed up and tired of all that dog business but puppies still adore him... A lot of talent you've got there Wink

During the development I have actually had some ideas about doing something like a "box art" myself but at the end I gave up because it seemed too small a game to be worth the effort. Believe it or not I envisioned the composition exactly like it is in your artwork; Two of them standing at the bottom holding puppies, enemies stacked above in a threatening fashion and the landscape, taken directly from the game, in the background.

This is like somebody had read my thoughts and turned them into reality Cry Kiss

I'd like to use it as a splash screen (until we print the boxes Wink), if I may.

Now excuse me everyone, I'm going to go and spend the rest of the day looking at the picture.

Cheers Annabelle Beer!
« Last Edit: June 12, 2008, 02:19:41 AM by nenad » Logged
Annabelle Kennedy
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« Reply #129 on: June 12, 2008, 02:27:40 AM »

<33333333333333333333333333333333333

im so glad you like it

and of COURSE you can use it!

id be so incredibly honored!

also i REALLY hope you do add to the game, to include the quirky story into gameplay.
i continue looking forward to it.
« Last Edit: June 12, 2008, 02:30:07 AM by Annabelle Kennedy » Logged
aesqe
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« Reply #130 on: June 12, 2008, 02:50:22 AM »

wow Shocked

that's... freaking awesome, Annabelle, that's what it is! Beer!
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John Nesky
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« Reply #131 on: June 12, 2008, 12:34:25 PM »

This is fantastic. You definitely have my vote.
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Chronize
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« Reply #132 on: June 12, 2008, 06:01:53 PM »

Annabelle has inspired me to make fanart for this game too.

This game rocks. You got my vote.
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skyy
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« Reply #133 on: June 12, 2008, 08:02:08 PM »

Absolutely awesome with the great art and all.

Nice! Good job  Gentleman
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Pip
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« Reply #134 on: June 13, 2008, 08:12:19 AM »

I was getting seriously frustrated with the convention-breaking gameplay to start with, and nearly gave up, but I pushed on and man was it worth it. Pick of the compo for me so far.
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