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TIGSource ForumsDeveloperDesignThe Unfinished Game/Demo Dump
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Zaphos
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« Reply #140 on: November 25, 2008, 08:22:23 PM »

Nice stuff, Dock!  I love the frog boots Smiley
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increpare
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« Reply #141 on: November 25, 2008, 08:44:32 PM »

Nice stuff, Dock!  I love the frog boots Smiley
I can imagine her transforming into a three-legged, frogboot-wearing monster...
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Adamski
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« Reply #142 on: November 26, 2008, 03:06:12 PM »

The frog costume is also pretty generic  WTF
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« Reply #143 on: November 26, 2008, 03:08:38 PM »

This whole damn thread is generic!
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Kneecaps
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« Reply #144 on: November 26, 2008, 04:22:14 PM »

For a while, I had been toying with a platformer where you could toggle gravity.  After working on it for too long, I realized that it simply wasn't working.

Let's look at the reasons:
Graphics: Besides the title screen, visuals are almost nonexistent in this game.
Sound: At the time I was working on this, I had discovered Famitracker.  It shows.  You'll have to hear it for yourself (I had not added BGM at that time)
Gameplay: Most of the "puzzles" in the game were actually tests in how close you could get to frame-perfect.  Also, for some reason, you could not toggle gravity while holding the up and left arrow keys (up and right were fine for some reason).
Code: Pretty much every sign of an amateur flash programmer was in this game at some point or another.  Bounding box collision detection, code written on MovieClips, unnecessary variables, it's all there.
My Dog Ate My Homework: The biggest reason I never finished the game was because I lost big chunks of it twice.



You can play it here because I'm too poor to upload it anywhere else:

http://i-am-not-jesus.deviantart.com/art/Alusta-104542220
« Last Edit: November 26, 2008, 04:30:18 PM by Kneecaps » Logged
godsavant
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« Reply #145 on: November 26, 2008, 06:54:29 PM »

You should definitely finish Alusta. It's a really good idea, but not fully exploited (i.e. the gravity thing feels more like a gimmick when it's used for nothing but getting onto higher ledges).

The visuals are fine; I thought you were going for a minimalist art style until I read your post. I like the faded, monochromatic setting and scrawling on the wall (Portal, anyone?), though I never got to the place in your screenshot.
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« Reply #146 on: November 26, 2008, 07:02:50 PM »

Maybe it might be more manageable if you allowed people to control their direction in midair while in gravity mode, and turn it off when gravity's off?  I like the colour-palette, and I think it a pretty cool concept (though I didn't get too far in my playthrough there (to the first set of spikes).
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Kneecaps
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« Reply #147 on: November 26, 2008, 07:36:49 PM »

You should definitely finish Alusta. It's a really good idea, but not fully exploited (i.e. the gravity thing feels more like a gimmick when it's used for nothing but getting onto higher ledges).

Once you get past the first "door", there's quite a bit more to it than reaching higher ledges.  For example, there are cannons that shoot out a stream of projectiles, and you have to work around having them fire in a straight line and an arc.  It's kinda hard to explain.  Also the gravity mechanic plays a BIG role in the screeny I posted.

If I go back to the idea, I would redo it with a real physics engine like Box2D so that it would act shinier, and so I could design better puzzles.  And Box2D scares me as of now. :0
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Hayden Scott-Baron
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« Reply #148 on: November 27, 2008, 04:05:37 AM »




Had to shelve this project earlier this year, unfortunately. Might return to it at some point though, but I have a lot of new ideas.
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« Reply #149 on: November 27, 2008, 04:25:59 AM »


man she looks cheesed off on the right...
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Renton
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« Reply #150 on: November 27, 2008, 04:36:57 AM »

Sweet. I love your work, man.
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Hayden Scott-Baron
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« Reply #151 on: November 27, 2008, 05:07:27 AM »


man she looks cheesed off on the right...
Wouldn't you be cheesed off if I canned the game you starred in?

(*ponders making a chibi 3D increpare...*)
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Saker
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« Reply #152 on: November 27, 2008, 05:09:52 AM »

cavestory rip-off and that's why am not going to finish it
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feeblethemighty
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« Reply #153 on: November 27, 2008, 07:11:01 AM »

cavestory rip-off and that's why am not going to finish it

That's a terrible reason not to finish your project!  Cave Story is still awesome and i would definitely play it again in the form of a rip-off. *cough* Underside *cough*

Also, that is some sexy pixel work.
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Saker
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« Reply #154 on: November 27, 2008, 07:22:24 AM »

cavestory rip-off and that's why am not going to finish it

That's a terrible reason not to finish your project!  Cave Story is still awesome and i would definitely play it again in the form of a rip-off. *cough* Underside *cough*

Also, that is some sexy pixel work.
well .. that is not the only reason , am busy with loads of other things but ripping off everything "even the art style" *cough* Underside *cough* isn't my way Huh?
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Tennis
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« Reply #155 on: November 27, 2008, 07:34:35 AM »

dock:
wow very cool.
whats the polycount and texture size for the girl ?
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« Reply #156 on: November 27, 2008, 09:56:20 AM »

cavestory rip-off and that's why am not going to finish it
spoon?  Huh?
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Hayden Scott-Baron
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« Reply #157 on: November 27, 2008, 10:09:43 AM »

dock:
wow very cool.
whats the polycount and texture size for the girl ?
Ah, thanks! ^_^
2400 and 512x512, if I recall correctly.
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eddietree
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« Reply #158 on: November 27, 2008, 11:17:19 AM »

cavestory rip-off and that's why am not going to finish it


nice tree
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increpare
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« Reply #159 on: November 27, 2008, 03:54:23 PM »

(*ponders making a chibi 3D increpare...*)
(* ponders making a fillrect dock *)
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