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Developer / Playtesting / Re: Spelunky v0.99.5
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on: January 17, 2009, 12:17:57 PM
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The game just froze for me when entering the black market, even in 99.5  Also, are trap arrows supposed to stick to walls as well, or just bow arrows? because it ain't happening.
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Developer / Playtesting / Re: Spelunky!
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on: January 16, 2009, 05:51:34 PM
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Hey Derek, just making sure you read my post about the boss bug a few pages back - basically, the boss wasn't breaking any tiles when it was crashing down. it happened to me a couple of times already, so I hope you can nail that bug.
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Developer / Playtesting / Re: Spelunky!
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on: January 13, 2009, 04:19:50 PM
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I think there's a bug at the final stage - the boss didn't smash any of the ground tiles when it was doing his thing. I had to do it manually with bombs  It was the first time I actually beat it, but I don't think it was supposed to be that way.
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Developer / Playtesting / Re: Spelunky!
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on: January 09, 2009, 07:48:05 PM
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The test version seems promising so far, previously I was smashing damsels against the cieling left and right! I had a really promising run, and it all ended when I was sitting too close to a lava pool.. "that's a sweet fire effe-OHSH  "
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5
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Player / Games / Re: IGF finalists to be announced tomorrow
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on: January 07, 2009, 10:07:43 AM
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That list is full of goodies  The Osmosis demo was really promising, and I can't wait for the full version. Machinarium's art is just breathtaking, and it's good that they have a newsletter because I completely forgot about it ever since they announced it. Seems like it's going to be another great event full of innovation! good luck to everyone involved.
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Developer / Playtesting / Re: Spelunky!
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on: January 02, 2009, 12:09:10 AM
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Derek, this game is amazingly addictive and well-done! please add more stuff in future versions, and a button that allows us to throw paypal funds at you.   :handmoneyR:
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Developer / Design / Re: So what are you working on?
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on: August 16, 2008, 02:12:47 PM
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Soo.. I pretty much had to scrap my platform game.  It was way too ambitious, and I hit a bunch of technical snags that really put me off it. being swamped with work didn't help either. On the plus side I learned alot of stuff while working on it. Anyway, this may or may not be an early character design for a new game. it will involve.. color (or the lack of thereof) in a pretty cool way. 
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Developer / Design / Re: The Unfinished Game/Demo Dump
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on: June 08, 2008, 02:28:32 PM
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You know what would be awesome? a warioware-like game made out of all the uncompleted projects in this thread. ..but yes, I know it would be impossible due to coding hell. 
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Developer / Design / Re: So what are you working on?
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on: June 06, 2008, 07:33:17 PM
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Early background test..  I've been hitting a bunch of snags lately, if this keeps up I might have to put this on hold and start something a little more simple.. 
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Developer / Art / Re: The curse of not being able to do art
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on: June 03, 2008, 06:29:22 AM
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I'm the exact opposite - I can do graphics, but I'm not good enough with code to make my wildest ideas come to fruitation. In my opinion, you don't have to be "good" at art, since art is subjective. what defines good art anyway? Just find your own style and roll with it, even if it's oddly proportioned or whatever. as long as it's consistent even the weirdest styles can look good.
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Community / Procedural Generation / Re: KrebsWelte [done]
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on: June 03, 2008, 06:19:40 AM
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Hmm.. I'm still a little confused, what's the difference between prerandomized and premade if everything is the same every time you play?
Anyway, I didn't get far, but it's fun so far, if a little depressing. probably because of the music.
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Community / Procedural Generation / Re: Rescue: The Beagles [FINISHED-BETA]
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on: June 03, 2008, 04:35:30 AM
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This is great, I loved the screenshots but the actual game is alot more fun than I expected! Most of the color palettes match pretty damn nicely, so I wouldn't worry about that too much.
One of my favorites so far, for sure. and I second the need for an online scoreboard.
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Community / Procedural Generation / Re: ZICZAC beta
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on: June 01, 2008, 09:30:25 AM
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This is hard, but really cool! I also dig the style. I could see this concept working well as a Tetsuya Mizuguchi-like game - lots of skins and variations on the theme. I can easily imagine all sorts of crazy patterns for the snake-like blocks. or maybe it's just because i've been playing so much Lumines lately..
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