Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1044467 Posts in 42327 Topics- by 34012 Members - Latest Member: Ad4m

September 21, 2014, 08:07:59 AM
TIGSource ForumsFeedbackDevLogsTrash TV
Pages: 1 ... 4 5 [6] 7 8 ... 12
Print
Author Topic: Trash TV  (Read 29601 times)
Bishop
Level 1
*



View Profile WWW
« Reply #100 on: June 10, 2012, 12:27:38 AM »

Yea, sorry about the missing dependencies. The installer I handed Valve checked for them but I guess I was supposed to tell them about it too. This has fixed it for most people. http://www.microsoft.com/en-us/download/details.aspx?id=20914

I've posted the link into the steam forum thread too and I appreciate you signing up with TIGsource to let me know about the issue. I hope this solves the problem you were having, let me know if it doesn't.
Logged

AileTheAlien
Level 0
*


View Profile
« Reply #101 on: June 10, 2012, 10:14:16 AM »

Between this download and .Net, the game works now.
The visual style is good and the graphics fit this well.
Overall, pretty fun.

A couple suggestions:
1. Have some background music or noises before the game loads up.
I thought at first that the game had glitched out and I didn;t have sound until I just decided to start playing.

2. Any chance of the player shooting with the arrow keys instead of space?
IMHO, runny gunny shooty games are a heck of a lot funner if you can shoot things behind you while you run away from them!

3. Sticky Gun -> Sticky Grenade Launcher?
I'll admit, it's hard to name a gun when there isn't an easy name to use from real life or pop culture.
Lasers and bazookas are well known, RPGs are fairly well known, and people even know what grenades are.
But an explosive that's a. timed, b. sticks to surfaces, and c. is launched isn't really something that shows up much.
It's basically an RPG on timed-fuse mode, but which sticks to things.
I'm certain the former exists in militaries, but the latter is kind of fiction right now, as it's hard to guarantee that your bomb would stick to 90% of the surfaces you shot it at.

P.S.
I was going to sign up here months ago to post some feedback on Red Rogue, but the site conked out every time I hit the 'submit' button on the sign-up.
Logged
Cellusious Games
Level 0
***


Meows. Pixels.


View Profile WWW Email
« Reply #102 on: June 10, 2012, 11:39:59 PM »

Sorry to say :/

but;

F-Secure did report and delete it as a .generic trojan/virus/worm : http://www.f-secure.com/v-descs/other_w32_generic.shtml Virus, or is F-Secure wrong?

EDIT: I hope it is wrong, the game looks amazing and i really want to play it Sad
Logged

https://twitter.com/Cellusious - Pixel Artist - Concept Artist - 3D modeler - Wannabe Coder - Wannabe Musician.
AileTheAlien
Level 0
*


View Profile
« Reply #103 on: June 11, 2012, 05:38:31 PM »

ClamWin (what I use) shows it clean.
Check to see if your scanner program is using a heuristic to detect that.
Judging by the "generic..." message, I'm guessing that it *is*, and may be a false positive.
Check it with some other anti-virus programs to double check, but I'd say it's probably fine.
Logged
Bishop
Level 1
*



View Profile WWW
« Reply #104 on: June 30, 2012, 08:03:14 AM »

Hey Everyone.

Apologies for the lack of updates, I took a month out of development just for some rest (been working on it over a year solid). The break has been good, coming back with fresh eyes I can see all the changes that are needed.

Today I focused on getting the game more polished for exhibiting at the Rezzed PC event.

Improved the lighting system so that enemies can now emit lights. Hopefully this makes the vending machines more recognizable as a vending machine.

Logged

st33d
Guest
« Reply #105 on: June 30, 2012, 02:29:16 PM »

what is that pixel to the left of the vending machine?

will it kill me?
Logged
Franklins Ghost
Level 10
*****



View Profile WWW
« Reply #106 on: June 30, 2012, 07:20:48 PM »

Liking the look of the vending machine.

what is that pixel to the left of the vending machine?
I'm thinking it might be a bullet the player is shooting at the vending machine Smiley
Logged

Bishop
Level 1
*



View Profile WWW
« Reply #107 on: January 14, 2013, 06:48:16 AM »

Originally I wanted to make the game text-less but recently I've changed my mind on text based tutorials.

On the first level the player interacts with objects there is a half broken television which acts as a minor mentor


Naturally players will walk over and attempt to interact with the TV by guessing which button is used for pick up. If too much time elapses after they've made an attempt the TV calls out the correct button to press.


What do you think of the implementation of speaking characters and the minor tutorial? One half of me feels the cheese dialogue will cheapen the experience, the other half feels it'd add humour and charm. Also Trash TV is back into full time development now so I won't be as quiet as I have been.
Logged

Sir Raptor
Level 6
*



View Profile
« Reply #108 on: January 14, 2013, 01:29:49 PM »

On one hand, I do like the static-y style of the text as it is right now. If you use text, it should be used as little as necessary, and look just like that.

On the other hand, considering the thing's a living television, you could just as well have the corresponding key appear on its screen.
Logged
SolarLune
Level 10
*****


Hmm.


View Profile WWW Email
« Reply #109 on: January 14, 2013, 11:27:35 PM »

I also like the text, though it seems kind of blurry (maybe because of the widely varied colors). It's a cool tutorial mechanic, though.
Logged

Bishop
Level 1
*



View Profile WWW
« Reply #110 on: January 16, 2013, 05:08:01 AM »

Video of the text and shader in action. http://youtu.be/gP3nJqP-mOo

Met an animator whose excited to work on Trash TV with me, we're going to try out an Machinarium style line drawn thought bubble for communicating ideas. I think that may me more fruitful but this will sit as my plan B.
Logged

Nate_G
Level 1
*



View Profile WWW
« Reply #111 on: January 16, 2013, 08:15:55 AM »

Haha! I'm sold. That does look awesome, and is totally readable.
Logged

icefishing v, a noise-based ambient game: http://forums.tigsource.com/index.php?topic=28630.30
---
DIY audio experiments. Industrial ambient music. Sound design. www.gallardosound.com
---
@Poxican
Bishop
Level 1
*



View Profile WWW
« Reply #112 on: February 10, 2013, 06:38:58 AM »

Met a really cool animator at London Indies in Jan. Borrowed one of her disney-esk animations to test out a sort of Machinarium style thought bubble approach to communication instead of the previous updates text.

http://youtu.be/1PnDKtJ8GXE

What do you think? I reckon it's got loads of potential.

Logged

Ant
Guest
« Reply #113 on: February 10, 2013, 06:45:16 AM »

That's pretty damn sweet that, suits the feel of the game perfectly. Hand Thumbs Up Right
Logged
Nate_G
Level 1
*



View Profile WWW
« Reply #114 on: February 10, 2013, 09:49:48 AM »

Yeah dude that looks fucking great. I like that it's huge too, taking up a lot of the screen. Interested to see it done with TrashTV characters.
Logged

icefishing v, a noise-based ambient game: http://forums.tigsource.com/index.php?topic=28630.30
---
DIY audio experiments. Industrial ambient music. Sound design. www.gallardosound.com
---
@Poxican
Bishop
Level 1
*



View Profile WWW
« Reply #115 on: February 14, 2013, 02:32:31 PM »

Been playing around with one of those world/dimension shifting mechanics for Trash TV. The idea is supposed to be a play on how old analogue TV's could occasionally be tuned to two channels and the level swap is the channel changing.

Usually games revolve solely around a central gimmick and I think I might be the first game to ever feature it in moderation. At the moment I'm thinking the world switch will happen on an interval rather than controlled by the player, almost as if the game is getting bored of itself and trying to find something else to see.

You can see the very early progress here http://youtu.be/TO-_QtuuvVo

As always I'd love to know what you all think. Shame about the video quality, dunno why it's come out abit shit.
Logged

deathtotheweird
Guest
« Reply #116 on: February 14, 2013, 04:19:07 PM »

Quote
At the moment I'm thinking the world switch will happen on an interval rather than controlled by the player, almost as if the game is getting bored of itself and trying to find something else to see.

Put in this context it sounds like an amazing idea. As long as you do it in moderation it should be fine, so many games use this same mechanic and it feels a bit overplayed now.
Logged
Bishop
Level 1
*



View Profile WWW
« Reply #117 on: February 14, 2013, 04:43:40 PM »

Yea, I think it's a shame so many games revolve around a mechanic that gets tired by the end. Trash TV introduces guns one at a time and a bunch of puzzles that circulate around it's use. So the player will come in expecting a weapon at the end but finding a whole new mechanic instead that'll tie in with the games end.
Logged

Ant
Guest
« Reply #118 on: February 15, 2013, 12:10:33 AM »

Usually games revolve solely around a central gimmick and I think I might be the first game to ever feature it in moderation.

I do it too for a single level in the game I'm currently working on. Smiley As allen said it's a pretty tired mechanic now so you need to differentiate it a bit. Something you could do is make it so the effect scrolls down from top to bottom so you'd have to time vertical movmement. Or you could add multiple channels of course and hitting some sort of switch changes channel.
Logged
eyeliner
Level 10
*****


I'm afraid of americans...


View Profile WWW Email
« Reply #119 on: February 15, 2013, 05:21:28 AM »

Regarding text, why not present it like subtitles, like if it was a movie?
Logged

Yeah.
Pages: 1 ... 4 5 [6] 7 8 ... 12
Print
Jump to:  

Theme orange-lt created by panic