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Player / General / Re: Human Hugs
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on: August 24, 2013, 09:14:00 PM
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i just lost the entirety of my days work because i didn't save and game maker had a memory error 
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3
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Community / DevLogs / Re: Deios
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on: July 31, 2013, 08:24:30 PM
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You were on gmg? Anything you made in those good ol' days that I might recognize?
This looks really cool, I'm excited to see how this turns out.
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8
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Developer / Design / Re: the "good suck"
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on: December 18, 2012, 07:30:00 PM
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Stop and aim is ridiculous because the character design does not afford or suggest such a disability. It certainly works within the context of RE4's mechanics, but it creates logical dissonance. As a government agent, there is no physical reason why Leon S. Kennedy should not be able to run whilst popping caps in Las Plagas. Were Mr. Kennedy mentally handicapped, a sort of Derek Zoolander incapable of doing two logically agreeable actions simultaneously, such a restriction would make more sense.
I just wanna pop in and point out that running around while firing shots accurately is really really hard. In a situation like Leon's where you have very little ammunition, at least in the beginning, I'd think it'd be better/more realistic to stand still and aim to make every shot count, so I wouldn't consider the game's shooting mechanics a illogical limitation.
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9
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Developer / Playtesting / Re: My Pink Gun
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on: December 06, 2012, 09:06:22 AM
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Just played through this. I like the presentation a lot, both the art and music were definitely very enjoyable. I think an alternate control scheme would probably benefit the game a lot though, as jumping with W was pretty awkward. Some other nitpicks: The jump sound plays whenever you press W, even if you're in midair, which lets you create a cacophony of jump sounds pretty easily. Kinda funny, but you might wanna fix that. Jump detection felt a bit finicky overall, especially when jumping near edges. The bosses were pretty fun, but it felt like they had too much health, probably because you got no real feedback as to your progress until you kill them. Maybe add some visual cues on them once you get past 50% health or something, or have them speed up their bullet patterns a little as you hurt them, so you know that you're doing something. Also, I have to agree that the checkpoints didn't make a lot of sense, and neither did going back to the title screen every time you die. Also, on the last two levels the game's music cut out entirely, except when the window wasn't in focus, and the framerate slowed to a crawl. Not entirely sure why, since it didn't look like anything particularly intensive was happening. Besides that though, it was quite an enjoyable game. Keep up the good work! 
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10
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Community / DevLogs / Re: Escalated Strange
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on: October 07, 2012, 02:58:00 PM
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Basically, in the step event of some object, say the player or whatever: background_x[0]=view_xview[0] //makes a background that follows the camera background_x[1]=view_xview[0]/2 //this gives the parallax scroll effect. You can use different numbers, of course. Larger numbers give the effect that the background is closer, as it moves more slowly. Smaller numbers the opposite. If you want the effect of something in the foreground multiply it by a number instead. Anyways, it's been forever since I've been on TIGSource. Wanted to say that this looks fantastic.
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12
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Developer / Playtesting / Re: Masjin [1.69c]
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on: April 13, 2011, 08:39:58 PM
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I agree with mokesmoe on ninjas needing better stealth, something more akin to the cloak and dagger, like a cloak meter that goes down when you move, but slowly recharges.
Also, the current investment for ninja stealth is quite a bit. Maybe they should start out with a pretty short-lived cloak that can be incrementally upgraded?
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13
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Developer / Playtesting / Re: Masjin [1.65b]
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on: April 10, 2011, 08:43:01 AM
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I think engineers could work well if they could function as mobile item makers. It'd fit their support role well if they could put together some mines to hold off attackers without relinquishing the control point.
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14
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Developer / Art / Re: Art
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on: April 09, 2011, 07:45:04 PM
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Bones, is he wearing short shorts? Please tell me he is wearing short shorts.
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15
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Developer / Art / Re: 3D thread
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on: April 09, 2011, 11:21:54 AM
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That's really cute, Chris! Lots of character in that pose.
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17
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Developer / Playtesting / Re: Masjin [1.62]
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on: April 06, 2011, 03:44:12 PM
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I've been playing and enjoying a lot. Last round, though, our team went triple scientist and absolutely destroyed the other team. They didn't get a second captured. Scientist teams are severely broken, basically.
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18
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Developer / Art / Re: Art
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on: March 15, 2011, 04:26:56 PM
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Murderous spacemarine!
A space marine without bulky shoulder pads? WHAT IS THIS TOMFOOLERY
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