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879302 Posts in 32975 Topics- by 24362 Members - Latest Member: Zokk

May 23, 2013, 06:40:09 PM
TIGSource ForumsDeveloperCreativeThe Unfinished Game/Demo Dump
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Author Topic: The Unfinished Game/Demo Dump  (Read 106703 times)
gunswordfist
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« Reply #195 on: February 23, 2009, 09:53:00 PM »

Ouch!
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« Reply #196 on: February 26, 2009, 09:11:54 AM »

It's true that it isn't like a anime, or maybe you mean't like a low budget anime ^^'
Anyway, it didn't hit the target at all, back then. If I ever resurrect this project, I might completely redo both the graphics and gameplay from scratch.
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dustin
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« Reply #197 on: February 26, 2009, 12:51:22 PM »

Quote
It's true that it isn't like a anime, or maybe you mean't like a low budget anime ^^'

I think he was laughing because anime is always in motion.  You could have just said it was like anime.  The in motion is redundant and sounds kinda funny Smiley
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gunswordfist
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« Reply #198 on: February 26, 2009, 03:44:29 PM »

Quote
It's true that it isn't like a anime, or maybe you mean't like a low budget anime ^^'

I think he was laughing because anime is always in motion.  You could have just said it was like anime.  The in motion is redundant and sounds kinda funny Smiley
I guess it was but...it sounded cool?Huh? lol I was typing fast, give me a break.
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« Reply #199 on: March 01, 2009, 11:58:49 PM »

There's a local challenge to make a shmup, and I felt obligated to participate. The idea of making a polished shmup doesn't really appeal to me, though, so I spent most of the time in design and avoided polishing at all in implementation. It's a B-game in the bad sense. Grin



It's called Intersecshmup, and the basic idea is that you can only shoot enemies that are intersecting. The enemies move in predictable patterns, like circles and triangles and zigzags and sine curves, and the original idea was to have you time your shots based on predictions of when enemies would touch each other (you have a limited amount of shots, you see). Making that fun would have taken polish time, so I defaulted to the standard "shoot like crazy when you have the opportunity".

I was originally going to have a boss that changed shapes to different iconic intersections, like a hammer hitting a nail and a bat hitting a baseball and probably something else. I ended up just using the hammer.
You can download what I made here (.exe link). Arrows to move, Space to shoot, Y to skip past the unreasonably healthy enemies. I also uploaded the source code for no reason.

I do like the idea, so who knows, maybe I'll polish it up if I ever become interested in shmups. Undecided
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« Reply #200 on: March 04, 2009, 03:44:19 PM »

yum that's shmuplicious
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Hinchy
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« Reply #201 on: March 15, 2009, 07:33:30 PM »

Nate and the Captive of Darkness

Basically it was a simple platformer, albeit a challenging retro one. The game's basis was some shit from this crappy cartoon, wasn't important. It was really awesome, it had Nate (main character of aforementioned crappy cartoon) traveling through 12 worlds (6 and a half were completed) to find your lost friend. There was also a shit-ton of hard[er] secret levels to be found - I'd say about one per every three regular levels. There were also some neat powerups, like a cannon (you know, to shoot things) and a pair of magnetized boots so you could walk on metal walls and ceilings. There was also going to be a "second path" through the game ala Cave Story - you could access a secret area in the very first level to go into Nate's basement, you'd get the magnet boots early and be able to access secret areas in regular levels you couldn't before; but the levels would be harder in turn. I actually got some of it done, and I'll let you guys see what was up. There's also a guide to finding all the secret levels and stuff included in the zip file: http://www.henriwatson.com/sites/zach/webspace/nate.zip
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Nessiah
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« Reply #202 on: March 24, 2009, 02:08:55 AM »

Night of Marian

You are a cocky witch named Marian. During the night of Halloween your powers becomes stronger and allows you to use more advanced spells. You decided to take over the small town of Cecelia which is located near the Forest of Magic for your witch-y purposes. But something went wrong and your Arch nemesis Sally came into play.

The game was supposed to be very short but since I'm kinda lacking in artistic talent I gave up haha and I was using an engine not really good for it. I was told that it's my best art-y kind of game so ...I'm not sure ...

ABS, 1-5 changes commands Like Attack, Cure, Fireball, Waterbomb in order, MP is restored when you kill enemies :3 The keys are standard rpgmaker keys that are arrow keys and z (enter) and x (space bar)


http://www.vanitstudios.com/Files/Mirrors/NightofMarian.rar

it's made in a day too sigh...
I wish I could finish it but I'll need to learn how first XD
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« Reply #203 on: March 31, 2009, 03:09:10 AM »

Night of Marian
The game was supposed to be very short but since I'm kinda lacking in artistic talent...

Far from it, if that portrait's anything to go by...  Kiss  Your game looks intriguing...  Please finish it!
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godsavant
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« Reply #204 on: March 31, 2009, 06:34:45 PM »

The portrait is dazzling, but the standard RPG sprite vs. the hand-drawn storybook background looks strange. Of course, the portraits are usually the hard part! Smiley
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gunswordfist
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« Reply #205 on: April 02, 2009, 04:05:18 PM »

What's with unfinished games and basements here? lol And I swear the best sounding games are the ones that never get made.
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« Reply #206 on: April 02, 2009, 05:18:53 PM »

I have SO many more games on my other computer, but here's the most far-along ones I quit.
"A Very Short Game"
It was originally set up to be made in two hours. I've put more than twenty into it by now.
I canceled it because I didn't much fancy making an area 20 screens bigger than all the rest.
Controls-Arrow keys,Z
Problems- If you go into a room with nothing in it but a single color, it is an empty non-finished room and just go back the way you came.
What you can do- In all the worlds except the mountains you can get the gems, but the last 3 can't be obtained because they are nonexistent!
Download-AVSG
Mario Go!
It was going to be a Mario clone, obviously. I had a lot of fine-tuning to do and it ate up a lot of time.
I canceled it because I didn't much enjoy ripping graphics and sound, and from laziness.
Controls-Arrows,Z(jump),X(run)
Problems-an intro room and then another, that's it.
Download-Mariogo!
(yeah and if you hadn't guessed I went by a different developer name then)
Advance Wars Card Generator
It was for an ambitious Advance Wars card game, I would just get it set up how I liked it then Print Screen and Print.
I canceled the making of the cards (and ultimately this) when I took interest in another game, probably Castlevania. I will revisit and finish this some day, possibly.
Controls-Press F1
Problems-Not yet done, no editable lower card region
Download-awcgen
Legend Of Himota
Modeled after Super Mario World, You play as a samurai with a flame/whatever thrower.
I canceled this game because I didn't want to make 30+ enemies.
Controls-Arrows,A(jump),S(shoot),D(run),Down(duck),Down+S[hold](pick up elements)
Problems-1 room, possible to go off side.
Download-rent
(I called it Rent. I don't know why.)
Untitled Tower Project
A little game where you travel up numerous towers.
I'm not willing to call this one canceled, it's just on hold until I express the desire to work on it (which may never come Droop)
Controls-Arrows,A(jump),S(ladder),D(skull),Up[below block and jumping](teleport),Down(pogo)
Figure out those controls by playing. This little dude is in my avatar, as you can see.
Problems-Only one tower, cuts off abruptly
Download-test
(originally a test of... something, I don't remember)

---
That's all what I do on my free time.
EDIT:Oops! I'm an idiot! They're all in .gmk format! Well, I'm just going to leave them that way, I'm too tired to fix it right now.
« Last Edit: April 02, 2009, 05:53:02 PM by Glyphmasta » Logged

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« Reply #207 on: April 02, 2009, 05:35:55 PM »

What's with unfinished games and basements here? lol And I swear the best sounding games are the ones that never get made.
Isn't that a "duh" moment? Project get to big to be able to be finished. Also what you imagine the game to be and what it turns out to be may be two different things.
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gunswordfist
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« Reply #208 on: April 02, 2009, 06:46:58 PM »

What's with unfinished games and basements here? lol And I swear the best sounding games are the ones that never get made.
Isn't that a "duh" moment? Project get to big to be able to be finished. Also what you imagine the game to be and what it turns out to be may be two different things.
That's what I was implying. Peoples imaginations can easily get too big for a game.
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KennEH!
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« Reply #209 on: April 03, 2009, 03:50:57 AM »

What's with unfinished games and basements here? lol And I swear the best sounding games are the ones that never get made.
Isn't that a "duh" moment? Project get to big to be able to be finished. Also what you imagine the game to be and what it turns out to be may be two different things.
That's what I was implying. Peoples imaginations can easily get too big for a game.
So very true.
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Madness takes its toll please have exact change.
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