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Community / Adult/Educational Compo / Shoot Terror Down
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on: July 02, 2009, 10:18:40 AM
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An epic space shmup that teaches the importance of shooting down STDs, with a story based around the vagina dentata myth.
The basic idea is something like R-Type gameplay wise, with story/education in between the levels. You'll be piloting a type of dick ship or so, with a condom as your shield/force and your options will most definitely be testicular in form.
There's not too much else to say about the project right now, and nothing to show. However I'll be collabing on the project with Decarabia as usual, we'll be sure to keep you updated.
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Community / Cockpit Competition / Re: Battles Against B.O.L.A.S (FINISHED)
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on: April 15, 2009, 09:23:31 PM
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You had me at "pew" and "bamf", but I don't think I type fast enough for this as I fell down a hole pretty quickly. Maybe a training mode which prompts words to type would be a good thing?
We actually considered a training mode early on, but it never quite came to fruition. As the deadline neared our training level ended up becoming something more of a real level so we left it at that. What I find helps is that when I'm playing I like to type commands before approaching things. Example is if I'm in the process of walking, I'll type "stop" in the bar so as I near an edge all I have to do is hit enter to stop. Same goes for shooting and such. Hope that helps! PS There's also a readme that details all the controls, just in case I failed to mention this anywhere else. If I did remind me to add that to the OP heh.
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Community / Cockpit Competition / Re: Battles Against B.O.L.A.S (FINISHED)
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on: April 13, 2009, 07:36:56 AM
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Awesome game. Typing of the dead has nothing on this. You've really got to have fast fingers to play this game tho. There's a reason Lucas Arts started having point-and-click commands.
Is it bad that when you said point and click commands, I instantly thought "Great, now we should collab a point and click platformer" heh. Either way though, glad to know you're enjoying it, and I should probably put a warning in the OP that this game isn't intended for slow typers. You don't exactly have to be fast, but if you're just learning or never learned to type well you're basically screwed.
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Community / Cockpit Competition / Re: Battles Against B.O.L.A.S (OPEN BETA)
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on: March 29, 2009, 05:54:34 PM
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What he said up there, although I'm not quite ready to slap finished on this til all the bugs are ironed out, so consider it an open beta for the time being. Please report any bugs or issues you may have with the game so we can do our best to iron them all out over the course of the next week.
The OP has been updated with links to the game and credits and stuff, so you don't have to wear your poor mouseball out scrolling through the thread for the links heh.
Thanks to any of you who download and play!
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Community / Cockpit Competition / Re: Last minute cockpit entry GO!
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on: March 29, 2009, 12:05:31 AM
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Giant naked gentleman game or you will receive no candy from me  Actually, you know what? Make a giant naked gentleman crab cockpit simulation where you're a nude crab man and you have to battle giant aliens while defending your junk from mermen!
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Community / Cockpit Competition / Re: Battles Against B.O.L.A.S
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on: March 26, 2009, 01:43:51 AM
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Well this project is not dead, but it will only be a one level entry as a sort of proof of concept. Me and the programmer will be working on it after the competition, but expect our submission in a day or two, I'm looking forward to seeing all your reactions. In the mean time here's a couple of sprites to whet your appetite.  Main character  Part of a cutscene  Enemy
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Community / Cockpit Competition / Re: Battles Against B.O.L.A.S
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on: March 03, 2009, 03:44:19 AM
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Is the acronym meant to mean anything? Like this or this? No, but now that I know there are bolas spiders and bolas weapons maybe I could have a bolas spider wielding a bolas trying to kill you cause he's part of the B.O.L.A.S. You know what I mean? PS. Yes. Yes I am that very same JMan.
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Community / Cockpit Competition / Re: Battles Against B.O.L.A.S
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on: March 02, 2009, 03:51:40 AM
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I cannot WAIT for this one. I've had ideas of something like this clunking around the ol' brain for a while now and I just never got around to making it. I'll be watching this one.
I'm pretty excited about it too, I'm lucky I know someone who'll be helping me put this together. We may have a stage done within the next week or so if things keep going as well as they have.
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Community / Cockpit Competition / Re: Landfall
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on: March 01, 2009, 05:13:33 AM
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That's a shame that the hosting service is down. Those screenshots conveyed emotion and story like nothing I've seen. I was literally moved to tears by the amount of effort you are dedicating to this.
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Community / Cockpit Competition / Battles Against B.O.L.A.S (FINISHED)
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on: March 01, 2009, 04:45:37 AM
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What is Battles Against B.O.L.A.S: Well, B.O.L.A.S is short for Bio-Organic Legions Against Society. In it you'll take command of a mech to battle against this menace, save the day, and maybe even the universe. How will the game play: Glad you asked that, the game will take place from the perspective of a cockpit viewing a 2D playing field with your mech on it. The gameplay of itself is that of a 2D platformer... with a twist, inside your mech is a command console that you will type in commands such as left, right, stop, etc. to command your mech. Yes, it's a text command based platformer... with a cockpit. Any cool cockpit buttons: The cockpit has plenty of flashing trinkets and speedometers to simulate the realism of crap that does absolutely nothing, just like the inside of a real mech! In all honesty though, there might be a few buttons that do unique features. What other features are there: There will be shooting, jumping, explosions, and weird enemies like a pogo turtle! Also expect some boss fights, granted we figure out how to make them interesting without hair tearing difficulty issues. So with that, the general idea should be laid down. I also have a super Cockpit screenie (cockpit subject to look more detailed in final release):   In the lower left there will be a health display, depicted by various smiling faces. The middle will feature the text display box that you'll use to type commands to your mech, and the lower right is an enemy radar. The rest is mostly meaningless doodads and gadgets that may or may not do anything. Time will tell. UPDATE: There is now an open beta, the entry is done but there may be some bugs we have overlooked or missed, for now though you can try the entry here - http://willhostforfood.com/?Action=download&fileid=60385We sincerely hope you enjoy the game and will report any bugs you may come across! UPDATE AGAIN: This project is done! It's been a long month and a half working on this, but it's been well worth it. I've enjoyed every minute of it and am incredibly satisfied with the finished product. We hope you enjoy it! http://willhostforfood.com/?Action=download&fileid=61068WARNING: For medium/fast typers, it's theoretically possible to play if you're a bit a slower, but may be extremely difficult. VERSIONS: Beta V1 - http://willhostforfood.com/?Action=download&fileid=60385Final Release - http://willhostforfood.com/?Action=download&fileid=61068Credits: Programming/Sound FX - Catharsis AKA Decarabia Music - DJ Bacon Concept/Graphics/Director Type Guy - UltraJMan
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Community / Commonplace Book / Re: Afterlife Consequences [Finished]
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on: November 26, 2008, 02:53:45 PM
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Title inspired by Full Life Consequences? :D
Played up until the part in the first level with the second green turret enemy. It unpredictably crashes when I fall in a pit. Then it started crashing when I restarted the program. (On Vista if that makes a difference.)
Medusa heads were annoying as hell at first, mostly due to the unforgiving inertia when you get hit, though their patterns are able to be learned.
It's odd that you don't display the player's current health.
The walking animation is buggy, sometimes not animated at all, sometimes looking like ice skating. This is hilarious, though, and I'm not sure I'd want to see it changed.
You *really* need to compress those sound files in Audacity or something. No reason this game should take up 60 megabytes.
Originally I planned to fix the walk animation, until he made the first cutscene. After that it ended up staying seeing as how ridiculous the game already was.
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Community / Commonplace Book / Re: Afterlife Consequences [Finished]
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on: November 26, 2008, 04:43:36 AM
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Construct is a buggy mess and I admire you for doing something like this with it  We both came to the conclusion that neither of us are going to use Construct on a platformer again. It's honestly not too bad despite being a bit of a mess
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Community / Commonplace Book / Re: Afterlife Consequences ["Finished"]
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on: November 25, 2008, 06:22:21 AM
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Working on this has been a pleasure, and I hope everyone... enjoys? Yeah, we'll go with that... enjoys the spritework, and before anyone asks, I have no clue what I was on when I tried animating some of these, the results were hilarious and just stuck.
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