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Xander
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« Reply #320 on: September 14, 2007, 01:37:15 PM » |
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We'll eventually talk about a different game at somepoint, but to carry on; Killed the first boss and got my awesome little fire spell and pounce ability. Works perfectly fine with the 360 Controlller (Damn I do love these things) and really liking the game so far. I'm hoping I get an increase to my attack range at somepoint, it feels just that -little- too close to the enemy at the moment (and holy crap, according to the video preview that's a yes). That said I do love the way he claws with both front paws while standing and just swipes with a single when he's crouched. Looks like he's so playfully batting around armadillo's... little magic-fireball-spewing rascal.
Any idea when the full thing is out Melly? If it's not for a while I'll happily put up a post sooner rather than later, although naturally I'd want to clear that with the author seeing as it's a work-in-progress and all (Though it's a publically available demo, I still down like the idea of publicising it without the author's go ahead first).
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Melly
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« Reply #321 on: September 14, 2007, 01:54:56 PM » |
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I don't think the author would have much of a problem with an already public demo and video being featured. I asked him myself if I should post about the game here and he told me to go ahead.
As far as release dates, beats me. Development in this game is slow, and it might just be the kind that takes 'as much time as it needs'. I don't think it'll be another Duke Nukem Forever, but I wouldn't hold my breath on it. For all I know it could take another year, maybe more.
But hey, Cave Story took 5 years, and we all know how that one turned out. I think you could find contact information on the author easily enough by these links (haven't tried to myself) but as far as posting about it I guess you could if you wanted to.
EDIT: Yep, e-mail in the demo page. I wouldn't be worried about it though.
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« Last Edit: September 14, 2007, 01:58:57 PM by Melly »
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Xander
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« Reply #322 on: September 14, 2007, 02:52:19 PM » |
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Heh, I probably wont go that far. I'm still pretty new here so I just wanted to make sure, especially so long as they understand the amount of emails bugging them for a release date will soon greatly increase  . In that case I'll try to get something up tomorrow I think! It's a good way to get the juices flowing on a weekend morning. ...another thing I shall never say again. Be a nice buffer between Gunlimbs and the struggle against inevitable death too(There's just so many entries to choose from that I'm glad I have absolutely nothing to do with having to choose them!)
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moshboy
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« Reply #324 on: September 18, 2007, 10:04:58 PM » |
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Matrix Rampage is a kinda cool but flawed flash game, which features elements from the original Rampage mixed with oldschool 2d beat 'em up and cute pixels. You control the Matrix guy and must defeat an onslaught of agents. As you see the level numbers get higher, the onslaught increases (as expected). The terrain is destructable (you can also throw stuff) - although only sortof because aside from the ground on each floor of the multi-story building, everything else, such as the walls and doors, re-generates. I found this dissapointing because I really would've loved the building to eventually crumble, due to all the mayhem going on inside it. It does become repetitive but I still thought it was fun.
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« Last Edit: September 19, 2007, 01:10:11 AM by moshboy »
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DrDerekDoctors
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« Reply #326 on: September 24, 2007, 10:49:42 AM » |
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But hey, Cave Story took 5 years, and we all know how that one turned out.
I thought it took 2 years?
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology. http://pigignorant.com/
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Xander
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« Reply #327 on: September 24, 2007, 02:30:04 PM » |
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There's a TIGSource interview from a while back ( http://www.tigsource.com/features/interview_pixel.html) with Pixel where he tells he initially had the idea to create a game 5 years before Cave Story was finished. What happened in those 5 years or whether he had the idea but didn't seriously work on it for a while I have no idea. Great interview though, and one day I would love a print of that cat picture to hang on my wall. It's awesomesauce...
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bigbossSNK
Level 1
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« Reply #328 on: September 25, 2007, 09:43:00 AM » |
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Phish Who says edutainment doesn't work? This Carnegie Mellon University project proves that learning through gaming can be fun, and more efficient per time unit than reading lifeless FAQs. Learn how to spot them phishing nasties, and brace yourself for the next step in edutainment ... Uncle Albert battles the quantum uncertainty dices of Doom!
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DrDerekDoctors
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« Reply #329 on: September 26, 2007, 03:39:02 AM » |
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There's a TIGSource interview from a while back ( http://www.tigsource.com/features/interview_pixel.html) with Pixel where he tells he initially had the idea to create a game 5 years before Cave Story was finished. What happened in those 5 years or whether he had the idea but didn't seriously work on it for a while I have no idea. Great interview though, and one day I would love a print of that cat picture to hang on my wall. It's awesomesauce... Aaah, assuming he's s typical indie then I imagine production was a fraction of that. After all I've been wanting to make some games for years, but I won't get past the design phase until my current project is dead and buried.
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology. http://pigignorant.com/
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Xander
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« Reply #330 on: September 26, 2007, 05:06:38 AM » |
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I'd love to try making something at some point, but having absolutely no experience in the matter it isn't something I could dedicate much time to. Heck, I'm supposed to be starting my second year of uni in about 4 days or so.
That Teewars is fairly fun, especially given that you can grapple onto the enemy. I ended up having a fairly epic gunfight spinning over and around my rival, though it's weapon count hardly rivals Soldat. Which I need to stop playing. Sometime. After the next round.
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bigbossSNK
Level 1
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« Reply #331 on: September 26, 2007, 05:41:06 AM » |
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Complements (<1MB) Bust-A-Move, meet real time physics, real time physics this is Bust-A-Move. It's the old tale of "link colored bubbles together, then blow everything up in a chain reaction as the fuse touches it's complimentary color". Could do with a decent scoring system, but that don't make me blue.  Here's the video
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« Last Edit: September 26, 2007, 05:55:19 AM by bigbossSNK »
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DrDerekDoctors
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« Reply #332 on: September 26, 2007, 07:02:37 AM » |
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I'd love to try making something at some point, but having absolutely no experience in the matter it isn't something I could dedicate much time to. Heck, I'm supposed to be starting my second year of uni in about 4 days or so.
You need to sort out your priorities.  That Teewars is fairly fun, especially given that you can grapple onto the enemy. I ended up having a fairly epic gunfight spinning over and around my rival, though it's weapon count hardly rivals Soldat. Which I need to stop playing. Sometime. After the next round.
Yeah, when I saw it I assumed single player, but poot, it wasn't. Still, it's not bad.
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology. http://pigignorant.com/
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Average Higgins
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« Reply #333 on: September 26, 2007, 03:36:50 PM » |
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Complements (<1MB) Bust-A-Move, meet real time physics, real time physics this is Bust-A-Move. It's the old tale of "link colored bubbles together, then blow everything up in a chain reaction as the fuse touches it's complimentary color". Could do with a decent scoring system, but that don't make me blue. As a huge Bust-A-Move fan (it was my number one for the TIGForum Twenty...) this was of great interest to me. However, I was fairly disappointed. While I can live without all the Bust-A-Move aesthetic and cuteness (not that I really want to), I cannot live without the simple, addictive 3-bubble burst system. The physics system here is pretty cool and the sound effects are fun but the gameplay wasn't too hot for me, as I feel that the bubble bursting system in use is both awkward and goofy (you have to attack special clear bubbles to your combos and then set them off with a bubble of the complementary color of the bubbles in your combo). Overall, it was kinda neat though.
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Radnom
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« Reply #334 on: September 26, 2007, 11:42:03 PM » |
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I think it would have been better if the clear bubbles were removed entirely, and chains were set off by hitting a group of three or more of the same colour with one of the complimentary coloured bubbles.
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egenfeldt
Manbaby
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« Reply #335 on: September 28, 2007, 01:31:45 AM » |
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Would like to see Global Conflicts: Palestine as it really deserves some attention. Being part of the development I am probably not impartial but nevertheless. You can read more at www.globalconflicts.eu
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frosty
Level 1
ice cold & refreshing
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« Reply #336 on: September 29, 2007, 08:26:08 PM » |
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I think Foppy, from the Blitz community deserves a mention. His games always have a simple charm and creative twist to them. My personal favorite is Moon Bandits, which is a clever mashup of Space Invaders and Defender. http://www.foppygames.nl/
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« Last Edit: October 01, 2007, 12:45:44 PM by frosty »
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Oddball
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« Reply #337 on: September 30, 2007, 03:46:39 PM » |
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Not sure if Naked War has been featured on TIGSource yet. It's a great little play-by-email strategy game. What I liked best about it was that it can be played at any speed you feel comfortable at. I've had games last three months, playing one turn every couple of days, and I've had games done and dusted after only a few hours play, with turns being traded by the minute. Also, once you get past the initial learning curve the strategy can go really deep, cover, comendering vehicles and buildings, even choosing when to collect power ups, all have a strategic affect upon the game. I highly recommend checking it out. Website - http://www.naked-war.com/Forum - http://www.zee-3.com/forums/index.php?showforum=10Screenshots - http://www.naked-war.com/screenshots/gallery1.phpVideo - http://www.naked-war.com/movies/alpha.phpDownload - http://www.naked-war.com/game/index.phpPlus the Pickford Brothers are cool, approachable, and just plain nice guys, and deserve a bit of kudos for going it alone when they could have easily got a publisher with their reputations/CVs.
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BenH
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« Reply #338 on: October 01, 2007, 12:43:59 AM » |
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Complements (<1MB) Bust-A-Move, meet real time physics, real time physics this is Bust-A-Move. It's the old tale of "link colored bubbles together, then blow everything up in a chain reaction as the fuse touches it's complimentary color". Could do with a decent scoring system, but that don't make me blue.  Here's the video I'm not really sure that idea works too well. The thing with puzzle bobble is its predictable. You can usually plan ahead with how you'd like to take out the available colours and get a big combo, but when physics are implemented, a huge chunk of the gameplay becomes random and your planning goes in the crapper.
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Alex May
...is probably drunk right now.
Level 10
hen hao wan
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« Reply #339 on: October 01, 2007, 11:06:47 AM » |
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I also found Complements way too overcomplicated. I feel for the guy though as I tried this idea myself one time and just ended up making it more and more complicated until it was just total crap, before abandoning it 
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