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Pages: 1 2 3 [4] 5 6 ... 35
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62
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Developer / Playtesting / Re: Minecraft (alpha)
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on: November 02, 2010, 03:04:43 PM
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kinda think this could be too exploitable in an MMO. Start off on a modded server that grants you super powerful gear / exp, the warp into a normal server and kill everyone and stuff.
Notch mentioned that portals have to be voluntary on both sides, so a server that allows players to cheat is probably not going to link up with a server that encourages legit play.
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63
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Developer / Playtesting / Re: Minecraft (alpha)
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on: November 01, 2010, 08:04:40 PM
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Oh man, is that still going on? Not so much the DDoS shit, but the whininess is basically a universal law at this point.
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66
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Developer / Playtesting / Re: Minecraft (alpha)
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on: October 31, 2010, 07:56:09 PM
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I may have to resort to getting lava buckets and making a portal that way.
This is what I'm doing. Why is it lava is always such a huge pain in the ass, and then when I actually want to find it it is nowhere to be found?
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67
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Developer / Art / Re: Wonder: The Evil. (Title pixel art)
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on: October 31, 2010, 07:49:44 PM
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Yes, I see. Thanks.  Well, it also depends on the lighting setup. if he was outside, I should have made the shadow a bit blue from the atmosphere? Maybe. Depends on the lighting outdoors. Either way you'd want the hues to shift towards blue/purple so it works out. I'm assuming a single light source indoors, since that seems like a nice spooky cultist setup, so the shadows would be redder from the indirect light bouncing off of his cloak.
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68
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Developer / Art / Re: show us some of your pixel work
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on: October 31, 2010, 09:08:00 AM
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letsap: Can you walk on the ground that's below the grass? If so, right. Otherwise, definitely left. I like the left texture more, but if the player character is going to be directly imposed against it, it might not work too well.
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69
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Developer / Art / Re: Art
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on: October 31, 2010, 09:05:34 AM
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Theo, that is awesome. I don't suppose he plays a dwarven rogue, does he? If so, high fives are in order.
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70
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Developer / Art / Re: Wonder: The Evil. (Title pixel art)
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on: October 31, 2010, 09:02:24 AM
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I really like this. The face has a really cool shape to it that really works nicely. The main thing I would do is shift around the hues on your colours, especially on the skin tone. It's all on the same shade of red, which looks makes the lighting look rather artificial. For instance:  I had the darker colors shift towards red, which suggests some radiosity from the robes. You see what I mean?
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71
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Developer / Playtesting / Re: Minecraft (alpha)
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on: October 31, 2010, 06:30:57 AM
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Fishing pole makes a good improvised ranged weapon in a pinch. I think it only does as much as a regular punch, but if you're out of arrows it could be handy. I love just casting with the fishing rod... It feels so SOLID. Now we can only hope that Notch will recycle the code to make a grappling hook/rappel.
I had the exact same thought when I was using it.  Also, really epic Ghast fight:
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72
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Developer / Playtesting / Re: Dear Agent
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on: October 24, 2010, 10:00:09 AM
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I really liked the gameplay. I'd love to see this developed more past the competition level, 'cuz it feels like there's a lot of unexplored ideas with the liquid mechanic.
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73
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Developer / Playtesting / Re: Minecraft (alpha)
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on: October 24, 2010, 09:59:13 AM
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Looked it up. @notch will the ghasts only be in hell, or will they be in the normal dimension as well?
@jakeyyyboyy if you've got a gate, they can (rarely) spawn there.
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75
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Developer / Playtesting / Re: Super Crate Box [v101]
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on: October 23, 2010, 03:03:26 PM
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4583 crates so far. This game is taking over my life.
The only things I don't like are: -in Ambush, I die so many times from running into enemies who spawn right in front of me. I can understand the need for it to be random, but even a half second warning would be nice so that there are less bullshit deaths. -I feel like the dual pistol should be a dual uzi, or something. As it is, it can't compete with any of the weapons at all, even in the rare circumstance that there are enemies coming from each direction. If it was automatic and shot just a little bit slower than the machine gun it would be much better.
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76
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Developer / Art / Re: Art
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on: October 23, 2010, 10:59:09 AM
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Geti, that grass is absolutely gorgeous. Reminds me of old school animation backgrounds.
Not sure whether I like or dislike the thick outlines, but I really do like that you kept it a lot cleaner than normal.
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77
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Developer / Design / Re: do High Scores matter.
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on: October 22, 2010, 03:57:14 PM
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I think what really makes a game replayable, and thusly to the need for high scores and competitive elements like that, is not so much the length of the game so much as the depth of the game mechanics. Games like Super Metroid and say, Quake, get replayed just as much as any arcade style game, because of how deep the game mechanics go. If there's a system that's well designed and keeps players interested, than the length of the game won't be a factor in determining how competitively it'll be played.
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78
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Player / General / Re: What are you reading?
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on: October 22, 2010, 04:06:15 AM
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Reading through Bulgakov's The Master And Margarita. I'm really enjoying it so far. Hopefully when I finish it in English I can start in Russian.
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79
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Developer / Art / Re: Art
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on: October 19, 2010, 08:40:59 PM
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Xion, that animation is gorgeous, but what is he wearing in his belt region? I didn't notice at first, but now it looks like an ornate codpiece of some sort, and I can't unsee it.
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80
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Developer / Design / Re: So what are you working on?
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on: October 18, 2010, 03:45:43 PM
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This is what happens when you break the bullet script and they travel too slowly.  Looks like some pretty standard stuff to me. Just another day in bullet hell.
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