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1038215 Posts in 41955 Topics- by 33579 Members - Latest Member: Wormkout

September 02, 2014, 05:59:34 AM
TIGSource ForumsFeedbackDevLogsTrash TV
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st33d
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« 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?
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Franklins Ghost
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« 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
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Bishop
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« 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.
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Sir Raptor
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« 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.
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SolarLune
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Hmm.


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« 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.
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Bishop
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« 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.
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Nate_G
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« Reply #111 on: January 16, 2013, 08:15:55 AM »

Haha! I'm sold. That does look awesome, and is totally readable.
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icefishing v, a noise-based ambient game: http://forums.tigsource.com/index.php?topic=28630.30
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@Poxican
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« 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.

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caiys
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« 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
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Nate_G
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« 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.
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icefishing v, a noise-based ambient game: http://forums.tigsource.com/index.php?topic=28630.30
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DIY audio experiments. Industrial ambient music. Sound design. www.gallardosound.com
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@Poxican
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« 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.
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deathtotheweird
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« 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.
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Bishop
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« 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.
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caiys
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« 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.
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eyeliner
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« Reply #119 on: February 15, 2013, 05:21:28 AM »

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