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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 09:34:45 PM

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1  Player / General / Re: Human Hugs on: August 24, 2013, 09:14:00 PM
i just lost the entirety of my days work because i didn't save and game maker had a memory error

 Cry
2  Community / Creative / Re: Today I created... on: August 17, 2013, 01:34:00 PM
A video game chronicling my garage door experiences!

GARAGE DOOR SIMULATOR 2013
3  Community / DevLogs / Re: Deios on: July 31, 2013, 08:24:30 PM
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.
4  Community / DevLogs / Re: UNITY FPS ROGUELIKE [video added] on: June 14, 2013, 12:52:51 PM
This looks really fun, looking forward to playing this!
5  Community / DevLogs / Re: Violence Jam (Working Title) on: January 23, 2013, 12:59:23 PM
This looks amazing, the art kinda reminds of Dead Leaves, which is always a good thing. Looking forward to playing this.
6  Developer / Art / Re: show us some of your pixel work on: January 17, 2013, 07:20:49 PM
Made this little pig using Arne's palette for an fps thing I'm doing.

Was wondering if it reads well at all?
7  Developer / Art / Re: show us some of your pixel work on: January 17, 2013, 04:43:59 PM
Stanley, that animation is fantastic. He looks like he just lost his golden truck trying to cheat some mortal out of his soul.
8  Developer / Design / Re: the "good suck" on: December 18, 2012, 07:30:00 PM
 
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.
9  Developer / Playtesting / Re: My Pink Gun on: December 06, 2012, 09:06:22 AM
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!  Gentleman
10  Community / DevLogs / Re: Escalated Strange on: October 07, 2012, 02:58:00 PM
Basically, in the step event of some object, say the player or whatever:

Code:
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.
11  Developer / Art / Re: show us some of your pixel work on: June 13, 2011, 06:59:37 PM
I'm new but I have a corgi.


This is so adorable I had to rise from my TIGS slumber to say something.
12  Developer / Playtesting / Re: Masjin [1.69c] on: April 13, 2011, 08:39:58 PM
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?
13  Developer / Playtesting / Re: Masjin [1.65b] on: April 10, 2011, 08:43:01 AM
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.
14  Developer / Art / Re: Art on: April 09, 2011, 07:45:04 PM
Bones, is he wearing short shorts? Please tell me he is wearing short shorts.
15  Developer / Art / Re: 3D thread on: April 09, 2011, 11:21:54 AM
That's really cute, Chris! Lots of character in that pose.
16  Developer / Playtesting / Re: Oze - 2D platform exploring/mining game on: April 09, 2011, 11:19:12 AM
This is looking really cool! I really like the direction the art is taking with that newest screen shot. Looking forward to playing this.
17  Developer / Playtesting / Re: Masjin [1.62] on: April 06, 2011, 03:44:12 PM
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.
18  Developer / Art / Re: Art on: March 15, 2011, 04:26:56 PM
Murderous spacemarine!
A space marine without bulky shoulder pads? WHAT IS THIS TOMFOOLERY
19  Developer / Playtesting / Re: Caves - An 8-bit platformer on: March 05, 2011, 12:45:21 PM
You can use F4 to go fullscreen, but yeah, the resolution is really too small.
20  Developer / Art / Re: Art on: March 02, 2011, 06:10:11 PM
Those Luchadores are so good.
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