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141
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Developer / Playtesting / Re: Smoke
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on: August 13, 2010, 08:32:00 AM
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Fix your links!  I really liked the art. Especially in the castle, the tiles looked clay-like and it was a cool effect. I have to agree with ortoslon, a map is a necessity for a game like this. In the forest area, I think it'd be good to have some reason why the player can't leave the edge of the screen. Right now it feels too artificially closed, and it digs into the atmosphere. ONE LAST NITPICK I PROMISE: Escape is the pause button, so pressing escape while paused should unpause, not quit the game. I need to play further to decide more about the gameplay, but I really like what I'm seeing so far.
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142
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Developer / Art / Re: Art
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on: August 09, 2010, 03:35:28 PM
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I think with sprites like this you could just do what Doom did and have 2D characters in a 3D environment. As long as you have some sort of shadow to indicate where the character is depth wise you should be fine. Designing a 3D level is a lot easier than animating a 3D character.
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143
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Developer / Design / Re: So what are you working on?
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on: July 26, 2010, 11:22:57 AM
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Hideous, I don't know if that's a duck or a goose or what but it looks really cool.
Increpare, yours is too cool for words. My love for it can only be expressed by keyboard mashing: adfoihuazregp9iuhadefr;piurafgeta4;jor;ire32whytg3a3R VRESACDFQERTd
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145
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Community / A Game by Its Cover / Re: [AGBIC] Caveman: Dig in the EARTH!
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on: July 16, 2010, 09:40:57 PM
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Monolith, two warring clans... 2001? Sounds like an exciting game! Please don't put dinosaurs in.  Yeah, the story is basically a 2001 ripoff, although I want something a bit more light hearted. No promises about the dinosaurs.    Right now I'm torn between doing a full on omniscient god style RTS or a Pikmin style thing where you control the leader of the tribe. The omniscient god thing would make executing a lot of ideas for progression I had easier, but the Pikmin thing would lend itself better to exploration. I really dislike that ugly sudden blackness thing most RTS's do for unexplored territory, but I might have to end up doing something like that. Thoughts? (also please ignore that i forgot to add shadows for a part of the second image)
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146
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Community / DevLogs / Re: Rage Racer Xtreme
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on: July 15, 2010, 04:43:25 PM
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There will be two difficulty settings: ROUGH and TOUGH. They will be exactly the same.
Brilliant. Also, a level on top of a construction site with a lot of tricky jumps would be fun.
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147
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Community / A Game by Its Cover / [AGBIC] Caveman: Dig in the EARTH!
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on: July 15, 2010, 01:21:02 PM
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 I came in kind of late, but hopefully I can get this done in time regardless. The plan is to make an RTS where you control the Leopard clan of cavemen. They have just discovered a mysterious obelisk, with only a simple set of symbols instructing them to dig down into the EARTH. The goal is to dig all the way down until you finally reach whatever the obelisk wants you to, but the prehistoric world is a harsh one, and you will have to defend yourself from wild beasts, your bitter rivals the Tiger clan and more. I want it to be fairly simple to pick up and play, and hopefully have many interesting things to discover.
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149
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Community / Creative / Re: JW's dream games
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on: July 11, 2010, 09:43:16 AM
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I just recently dreamed about playing some sort of adventure game. It took place in a cafe/restaurant kind of location. There was a variety of patrons, all very distinct and interesting characters. I think there was something stopping you from leaving the building, and so the puzzles revolved around escaping. The major puzzle mechanic was giving your beverage to the various waiters and waitresses to get various effects. For instance, one waitress was apparently a devil/ghost girl, but she was pretty friendly otherwise, and she explained how she would super-heat your beverage for you, warning you to use it responsibly as the camera panned to various objects you could presumably pour it on for mischief.
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155
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Developer / Art / Re: show us some of your pixel work
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on: June 20, 2010, 08:44:00 PM
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Fishyboy: the ponytail might work better as a traversing sine wave or something similar. Right now it goes from kinked to straight, more or less. Looks good either way, though!
I agree, although you should probably be telling Squirrel Squid that. 
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158
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Developer / Art / Re: Mockups
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on: June 20, 2010, 07:59:24 PM
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 Mockup via Cube Kingdom. I want to make a pastel voxel flavoured survival/exploration game.
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159
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Developer / Art / Re: show us some of your pixel work
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on: June 20, 2010, 07:00:44 PM
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 although the stiffness on the ponytail is weirding me out. 1982: I'd actually go in the direction of the 2nd one. I know you're going for a Contra look, but the first one is just too Contra. At first I thought you posted an actual Contra sprite and a few recolors.
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