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879366 Posts in 32976 Topics- by 24363 Members - Latest Member: Renegade_Region

May 23, 2013, 10:31:38 PM
TIGSource ForumsDeveloperFeedbackDevLogsPolychromatoma [demo]
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Valter
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« Reply #30 on: February 06, 2009, 11:42:01 AM »

But I'm playing An Untitled Story, but I think it's more exploration oriented then frustration platforming...
Wait until the final boss. Crazy
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Lucaz
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« Reply #31 on: February 06, 2009, 12:00:41 PM »

I still owe myself to play An Untitled Story. I like Jumper! an those, I lack the patience and will for it, and likely the skills too, and An Untitled Story seems more relaxed, and for sure easier. Actually I think I'll start it right now  Evil

For others like Syobon Action and IWBTG, I like the idea, and find them funy to some degree, but I never feel like playing those.
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null & void
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« Reply #32 on: February 06, 2009, 12:14:57 PM »

Nayon, for anyone else in the world it would be "KILL ME NOW" pure agony. But I am a new, superior breed of human being that can make those jumps that everyone complains about in Half-Life's Xen and System Shock 2's Body of the Many.

I can make them. Every. Time.

Without looking down, either.

God I feel like a badass.
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Renton
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« Reply #33 on: February 06, 2009, 12:35:28 PM »

What's so hard about Xen jumps?
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null & void
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« Reply #34 on: February 06, 2009, 12:46:33 PM »

Don't ask me, I have no clue. All I know is everyone I know complains about them and looks amazed when I pull them all off perfectly.
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William Laub
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« Reply #35 on: February 06, 2009, 01:08:10 PM »

But I'm playing An Untitled Story, but I think it's more exploration oriented then frustration platforming...
Wait until the final boss. Crazy
Particularly the section leading up to the final boss, which, on a CRT, is completely black. I spent the longest time thinking that was intentional and then finally watched a video of it on an LCD screen.
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Digital Modular Theremin: A new KiNd of Theremin<br />C C++ Python Verilog Java VBA C# Fortran
Tanner
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« Reply #36 on: February 06, 2009, 01:28:30 PM »

I'm collaborating on one right now with the master Well, hello there! bring on the deaths!
How did no one else see this?
 Shocked Epileptic
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then let the game play you,
then you play game. - Hamletz
nayon
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« Reply #37 on: February 07, 2009, 04:08:49 PM »

I decided to turn my weakness into a strength for the game.

I haven't fleshed it out yet, but it's about a dude who wants to become colorful.



I don't know how to make these loop:



Keep in mind the fact that this is all WIP.
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Matt Thorson
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« Reply #38 on: February 07, 2009, 06:12:37 PM »

I'm really flattered by all the mentions of me in this thread, but I think there's a distinction between games like Jumper or N and games like IWBTG.

Some might call it irony, but I really don't enjoy IWBTG at all.

I really dislike unfairness in games.  My goal with my difficult platformers* (if I can call them that) is to make them 100% fair to the player at all times but still incredibly hard.  The goal being that when the player dies, they always know they died because they just couldn't cut it, not because a random apple hit them with no indication that it is (A) even possible to interact with or (B) lethal (apples in games are usually good!  Come on!)

Whether or not I succeeded in making my games fair, that was the goal.  I think that's an important distinction between my stuff and IWBTG.  I would sooner compare Jumper to N than IWBTG or Cat Mario.

(I hope this post didn't come across too self-serving.)

*I prefer the term "difficult platformer" to "frustration platformer" because I've always regarded any frustration involved in playing my games as a flaw that I've tried oh so hard to reduce as much as possible.

I'm collaborating on one right now with the master Well, hello there! bring on the deaths!
How did no one else see this?
 Shocked Epileptic

 :D

« Last Edit: February 07, 2009, 06:17:59 PM by YMM » Logged

letsap
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« Reply #39 on: February 07, 2009, 06:34:39 PM »

I like how YMM said it.

Also, sketchy characters can loop, it's just a matter of keeping their shapes generally right.
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nayon
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« Reply #40 on: February 07, 2009, 11:40:33 PM »

YMM, I know the difference, I didn't mean to mix the two. My game will hopefully contain both, in good amounts.


I like how YMM said it.

Also, sketchy characters can loop, it's just a matter of keeping their shapes generally right.

They DO loop, I mean I don't know how to loop animated gifs :D




Yay parallax scrolling! (Second layer not visible in this pic)

Please critique on the colors.
« Last Edit: February 08, 2009, 12:59:28 AM by nayon » Logged

GregWS
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« Reply #41 on: February 08, 2009, 01:16:34 AM »

But I'm playing An Untitled Story, but I think it's more exploration oriented then frustration platforming...
Wait until the final boss. Crazy
Oh, come on Nikolai!  It's not that hard! (on normal difficulty)  :D

I really love what YMM did with the last segment of that fight, really genius, and I haven't seen that done nearly as many times as it should be.

I'm collaborating on one right now with the master Well, hello there! bring on the deaths!
How did no one else see this?
 Shocked Epileptic

 :D


I can't decide weather or not to be exited to have my ass handed to me; hmm, this shouldn't be something I have to think about.  :D

And yeah, IWBTG really pisses me off, and I refuse to play it.  Funny concept, sure, but stuff like that should be for videos or something, and not actual games that can be played.  It has to be the most unfair thing ever, and I fail to see how it's fun at that point. 
« Last Edit: February 08, 2009, 01:27:01 AM by GregWS » Logged
nayon
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« Reply #42 on: February 08, 2009, 02:38:02 AM »

By the way, let me make it clear, this won't be full of random out-of-nowhere things that pop out every second, but it will be hard. It will also be speed-runnable and sequence breakable.
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nayon
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« Reply #43 on: February 08, 2009, 04:32:05 AM »



I made a demo for you people to test out the gameplay.

http://www.mediafire.com/file/yjkrmjkjy5z/polychromatoma_demo1.exe


Please comment on it. Also, what do you think of the music? I am quite proud of it.

Finally, how hard is it for you to reach the exit on the bottom of the screen? Hint: dropkick

By the way, this might be a little cpu intensive, I don't know. We'll see how it runs on people's machines.

Controls are explained by pressing f1.

I coded a lot of this by myself, however some dude on the gmc helped me. Music and images are all mine. I can upload the song if anyone wants to make it a ringtone or something.
« Last Edit: February 08, 2009, 04:37:25 AM by nayon » Logged

increpare
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« Reply #44 on: February 08, 2009, 05:09:27 AM »

runs fine; there isn't much gameplay in it yet though?  (just to check: there's a single area where you go right, then up,then left, yep?)
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