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1411284 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 03:56:32 PM

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881  Developer / Audio / Re: TIGAlbum? on: August 23, 2010, 11:05:58 AM
I'm totally down for this.
882  Player / General / Re: Scott Pilgrim vs the World - movie thread on: August 23, 2010, 10:58:16 AM
"Hipster" is a derogatory slur you use against someone who you think is just as disingenuous as you secretly are.

I didn't have a clue about this Scott whatsit before this thread, but if his band's name is "Clash at the Demonhead" I approve. "Scott Pilgrim and the Mr. Gimmicks" would have been way sexier, though.
883  Developer / Design / Re: Level Design Workshop - #3 Structural Atmosphere on: August 23, 2010, 10:42:31 AM
If there's any game you'd know the most about, it'd be your own. I don't have any qualms with that.

Over at Glorious Trainwrecks they have a "Knytt of the Month" club, where people make Knytt Stories levels in two hours. http://www.glorioustrainwrecks.com/node/1113
Outside of that level editor (which I don't particularly care for, honestly) I can't think of many other editors that are available to us. Whatever works best for you is fine by me.
884  Developer / Playtesting / Re: Lewt - Extremely Modifiable Procedurally Generated RPG on: August 21, 2010, 06:52:07 AM
How much scripting does this allow? I've been wanting to tell a little story in an Action-RPG framework but don't have the programming chops to execute it. Looks pretty awesome so far.

Tangentially... would you consider Turn-Based Strategy suppourt for this as well?
885  Community / Townhall / Re: Warlock Bentspine - Finished game on: August 21, 2010, 06:41:18 AM
Random blurbs -- spent the night writing reviews, tired as hell.  Tired

*Love your art.
*Cool how your alternate weapons have infinite ammo, unlike Mega Man I can experiment and use them outside of boss battles.
*These controls made me grab Xpadder for this laptop
*dash seems unnecessary until the final boss. subsequently, it raises the difficulty of the encounter a lot.
*also, I exploited the final boss by sticking to the very left-hand corner.
*The double jump isn't that useful, but has saved me on a handful of occasions, it's interesting at least to have the second jump a minor hop instead of a complete leap.
*boomerang felt like a melee weapon -- any nod to Zero is duly appreciated
*The V^6-esque restarting sort of cheapened the experience for me. I realize that you start out with double health on entering a level, I guess I'll try beating them without dying.
*I didn't realize the fireball could shoot vertically until I was in the level with the ghost pots.
*Any three digit numbers that are secrets/cheats/etc?
*Ultimately I enjoyed this, when I'm coherent I'll give it a write-up.
886  Community / DevLogs / Re: Liferaft on: August 21, 2010, 06:17:58 AM
 Tired It's rather late, but I fucking love the friction of controling this character. I know there's something else lurking beneath, but I'm gonna need a night's day's rest before then.
887  Developer / Design / Re: adding Strategy to Rock Paper Scissors on: August 21, 2010, 04:38:09 AM
http://www.glorioustrainwrecks.com/files/bedge.rar

Bushido Edge. My favorite fighting game ever. Basically, Attack/Feint/Block/Attack/Feint... etc.
888  Player / General / Re: Your staple diet on: August 21, 2010, 04:17:32 AM
Ramen, peanut butter, baby carrots, canned fruit, tuna, fresh berries. An old friend of mine gave me some smoked salmon and it's the best thing I've ever eatten. Milk costs $11 a gallon up here but I splurge with cereal.
889  Community / A Game by Its Cover / Re: [AGBIC] God Is In The Noise on: August 21, 2010, 04:05:06 AM
Seconded.  Epileptic
890  Developer / Playtesting / Re: Norrland - NSFW on: August 15, 2010, 04:49:33 PM
This was quite the experience. I just replayed it and found a couple 'hidden' interactions and thought they complimented the game nicely. Out of all the NSFW elements, the interrogation was the most unsettling bit.

891  Player / General / Re: Are you guys fun people? on: August 15, 2010, 04:20:37 PM
I'm a fun person... till the amphetamines wear off.
892  Developer / Design / Re: Level Design Workshop - #3 Structural Atmosphere on: August 15, 2010, 03:11:56 PM
I linked to this thread via PlayThisThing so I could spread the love.

I tried making some levels last night but nothing worked out. My redesign of the 2nd exercise went for a cavernous pyramid vibe and I think I pulled it off pretty well; unless I can figure something out with the recursive nature of the screens I don't know what to do for this exercise.

Quote
Atmosphere 2 and then made one from scratch, this time it's supposed to be a space level, complete with alien caverns to explore xD

I enjoyed this one, it started out open and expansive but morphed into that cavern. Having the door in the starting screen made it seem like I traversed a miniature planet.  Smiley

Quote
A forest

You're supposed to be on the top of the trees, walking on branches and tree trunks.. a lot of 8-bit and 16-bit platform games had levels like that..

This was pretty cool, very evocative of Donkey Kong Country's first handful of levels.
893  Developer / Design / Re: Level Design Workshop - #2 Composition and Pacing on: August 14, 2010, 04:46:45 PM
I know I know! I'm a terrible person.  I've been really listless and useless the past couple of weeks for some reason, please forgive my rubbishness Beg

No worries, listless and useless sums up my past month up quite well. Thanks immensely for this workshop, I  Kiss you.

Onto level design! brb

894  Developer / Design / Re: Level Design Workshop - #2 Composition and Pacing on: August 13, 2010, 07:28:28 PM
I hope that this hasn't fallen by the wayside -- I've picked up a lot from it, and Jonathon's exercises are way awesome.  Beg
895  Community / DevLogs / Re: FAMAZE (seeking testers) on: August 13, 2010, 07:26:30 PM
I'd love to test this as well. Beg Hand Joystick
896  Community / A Game by Its Cover / Re: [AGBIC] Guitarguy Rocks Out [FINISHED] on: August 13, 2010, 06:55:48 PM
I say this with as much endearment as possible, but this reminds me of the old Shockwave games of the early 00's. The game has an indelible charm to it; the level designs are fairly solid and the graphics are tubular. The jumping physics could be improved, but then again that's what reminded me of those old games I played on my Netscape browser. And the sound:  Hand Metal Right
897  Community / A Game by Its Cover / Re: [AGBIC] Love Letter - FINISHED! (v1.0) on: August 13, 2010, 06:43:45 PM
+1 to what Souliard said.

I absolutely adored your level design, it's succinct and well-constructed.  Hand Thumbs Up Left Hand Thumbs Up Right
898  Community / A Game by Its Cover / Re: [AGBIC] Pink! Pink! Bunny Machine [FINISHED] on: August 13, 2010, 06:21:33 PM
"pew pew, pew pew"

I like the mute because it reminds me of playing games like this at two in the morning at a slumber party, trying not to wake anyone else up.

When I was young my room was right next door to my parents; I had to mute the TV so they wouldn't catch me up at odd hours of the night. I have gotten busted by mashing my controller too loudly, though. Smiley

Fun stuff, reminds me of playing Aero Star for the Gameboy when I was a wee lad.
899  Community / A Game by Its Cover / Re: [AGBIC] Burp'n'Shoot (Bootleg) (FINISHED) on: August 13, 2010, 06:16:34 PM
Nice arcade-ish action. As always I love your graphics.  Kiss
900  Player / General / Re: Lego board games on: August 13, 2010, 06:09:43 PM
I first played Front Mission and Tactics Ogre when I was seven or eight. I loved those games so much I made some rudimentary wargames with my Lego pieces.

God I love Lego. I also wish I had my old pieces so I could get a couple rounds of Brikwars in.
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