Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 10:29:21 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: [1] 2 3 ... 5
1  Community / DevLogs / Re: Thy Sword - 2D RPG Platfomer [Greenlight!] [Demo!] on: August 05, 2016, 05:35:02 PM
Very nice game!  I love that there is a built in Black Jack game.
The greenlight video made my beard grow a bit more due to it's manliness.

Only thing I found a bit off was the pause screen didn't darken the background enough making overlapping text difficult to read.


Looking forward to more!
2  Community / DevLogs / Re: Gearend - A 2D Metroid-like, Revived on: August 02, 2016, 05:36:36 AM
Thanks for keeping us up to date!  I really liked you water effect video, and I sometimes really enjoy subtle effects like gentle water vs in your face WATER BAM.

3  Community / DevLogs / Re: Hazelnut Bastille: Classic Pixel-Art Topdown Zeldavania on: July 29, 2016, 07:17:15 PM
That is funny.  I like it that you showed three options then BOOM. You show the better ( in my opinion ) 4th option.  Smiley
I definitely think the beige bg behind the items makes em POP.

You icons for the items are VERY classy.  Looks like a fun game brewing.
4  Community / DevLogs / Re: Shepherd Dog on: July 29, 2016, 06:40:25 PM
Man this is low poly heaven!  That bear run looks amazing.
I think after I finish my current game I will play with some low poly stuff.
You are inspiring.  Even though I don't understand all your talk of shader magic, it is rad you are sharing with us!

Thanks! I'm so happy to hear this. Literally it gives me motivation to work on this project. I appreciate this, i know this sounds like a cliche, but i really do.

ps. Are you from Poland?

I am actually a 3rd generation immigrant from Poland, so I only know some swear words and have a genetic high tolerance for vodka. Smiley

I completely understand the motivation for the project.  It is not a cliche.  It is sooooo easy to get wrapped in the moment of coding your brains out that it is good to hear your vision is something worth your time and life's energy.  I really find your project to be inspiring, so keep making kick ass stuff that reflects hidden beauty that only your mind can see!

Fun note:

I work for an an engineering firm as a DevOps guy, and this game and your art style started a fun talk between me, our CAD specialist, and our graphics designer on tools to use to create low poly graphics. 

5  Community / DevLogs / Re: [GREENLIGHT] TICKET by magicdweedoo on: July 28, 2016, 06:03:24 AM
I am pretty sure I played a game just like this recently.
I am tired of people rehashing the SAME idea.
Games about horses and shoes are EVERYWHERE.  Dang.

Seriously, this game looks like a delicious soup of imagination.
I am enjoying the sound track on band camp, too.  Thanks for sharing this with the world.
6  Community / DevLogs / Re: Shepherd Dog on: July 27, 2016, 05:57:07 PM
Man this is low poly heaven!  That bear run looks amazing.
I think after I finish my current game I will play with some low poly stuff.
You are inspiring.  Even though I don't understand all your talk of shader magic, it is rad you are sharing with us!
7  Community / DevLogs / Re: Towers of Powers - HTML 5 Demo inside on: July 26, 2016, 08:11:27 PM
That is really nice to hear man!  I felt like those guys would set the mood a bit for the world I am trying to create!

I spent the evening making it so I can select which 2 players will attempt the level, and I realised I need an object to place the player objects onto the scene.  I chose a magical door.  It could use some fun player walking out animations, but I think it gets the point across now.


I also spent some time tweaking the auto aiming.  It was a little busted.
My goal is to make it so if you are aiming left ( or right ) and you can hit something on the left continue aim left else try to find a target.  I didn't want to snatch control from the player, but since the control is a little loose for aiming it needs some auto aiming feature.  At least I felt it did.  This is not yet reflected in the demo...


8  Community / DevLogs / Re: It's Snowing Hard and Beautiful (Update Not-Quite-9: Shaking the Rust Off) on: July 26, 2016, 06:09:02 AM
I loved the main characters face.  He has a unique expression for a hero.
AND I really dig the short music clips you put up.
What are you composing in?
9  Community / DevLogs / Re: Towers of Powers - HTML 5 Demo inside on: July 25, 2016, 07:17:33 PM

you could have different segments in the game where one of the players gets separated, or captured if you want a story reason to reduce the characters.

Awesome feedback!! Which game objects are yours to control will make more sense once I finish the load out menu, and add a magic door opening sequence to the level transition.

Progress is being made, but I am a slow menu maker.  NOT my skillset, and  still at least another 5 spells to create.


My idea for special abilities is the spell that each character has assigned.  Depending on their school of magic, they will be able to cast more instances of the spell per level if it matches their school.

POSSIBLY each character will have a special skill that will interact with in game objects to complete additional challenges and  collect extra booty.  Not sure about that yet...

This is a very well done game. I found it be highly refreshing and just a lot of fun!

I did encounter one bug though where I was trying to make a character move down a ladder past a monster and my character) actually moved over to left until finally he just went off-screen. Game continued but I could not nothing because I couldn't even see the guy anymore.

Other than that it is excellent so far. Very nice presentation and I like the combination of strategy and action due to the use of the mouse to use spells and move around.

Ah, yes.  I hope it was only on the at first level that you had this experience because of the missing left and right walls.  I am pretty sure I killed all chances of that happening, and I made it so if you fall off the screen totally you die.  So falling in pits = DOOM.

Seriously, many thanks for the motivation.  I was hoping it would feel all Actiony Strategy!  Straction!  Actegy?  No, Staction.  I like it!
10  Community / DevLogs / Re: Jetboard Joust - Defender and Joust inspired retro character-based SHMUP on: July 25, 2016, 08:49:13 AM
What a great combination of games you are going for there!
I like the attack you perform with the jet board, but I couldn't help thinking it looked a bit chaotic and hard to predict.

I was thinking it might be rad and easy to predict if the flow was somethign like this:

1. Player triggers / charges the board attack -
   a. Maybe this creates a line on the screen or beam showing where the board would go.
   b. Player freezes on the screen during this time.
2. Player unleashes board attack and instead of jump with board the plyer jumps up and the board shoots out.
3. Board finishes it's attack boomerangs back and player lands on it.

The reason this came to mind while watching the videos was that it looked hard to determine what the risk / reward was  for such an awesome combo creating move.  It felt like you were just flinging your player into doom.

The jumping straight up move would make it so that you would always know where the player was and risk leaving him vulnerable to attack.

This was just a quick impression from watching videos, but I felt like MAYBE it would be cool in the game and possibly worth sharing?
11  Community / DevLogs / Re: AntiMiner - Story Time on: July 23, 2016, 06:03:27 PM
I had to see that blobby slug beast in action.
Here he is in all of his majesty, gleefully absorbing my blasts:



Rare and wonderful indeed!

---

When playing the demo, when picking up the white power ups the game would lock on me for some reason, but I am assuming this is still early in the process! 

I'll keep an eye out for more demos!
12  Community / DevLogs / Re: Towers of Powers - HTML 5 Demo inside on: July 23, 2016, 05:50:16 PM
Thanks to  msilver and daniele_manzi.  I really appreciate the encouragement!  It really fuels me to keep smashing keys and my face  Facepalm to make this game!

Speaking of Palm to Face action:

I like your concept/game! I have never played something like this, so at first I was a bit confused. I think you should let the player see the map before you start the game, as you first have to be able to make sense of your surroundings to decide on a strategy. I usually just got overwhelmed at the start and then had to die a few more times before I could understand. on the other hand, dying does not seem to matter.

3rd school of magic: obsticles is not a word, maybe go with obstacles Smiley

I am so sorry about the spelling!  This is one of many words I always seem to get wrong.  It is sad considering how much I read!  By read I mean read things like Dr Suess books and "What Happens to Hamburger?" to my kiddos.  ( The hamburger book explains everything.  Even the pooping parts. )  Not meaningful literature, but still has words in it.

I honestly appreciate the correction!  I really need an editor.

I LOVE the idea of pausing the game for a bit before starting.  I might make an idle animation for any characters on the screen.  Something like the bad guys cleaning their claws, knives or magic JUJU sticks of blasting.

I am also glad to hear that you have not played anything like this yet.  I was hoping to make something unique with VERY quick to complete boards that had multiple solutions.

Question if anyone has time:  Should I limit the player count to 2 guys on screen at once?  If I did and axed a character, should it be the red headed girl or the gentleman with the white ninja mask and brown tuft of hair? Just curious.  I toss this idea around quite a bit.  Can't seem to decide.



13  Community / DevLogs / Re: Stone Story - ASCII Incremental RPG on: July 23, 2016, 04:24:22 AM
I LOVE the second and last one.  I am only one man, but one man that is in love with an ASCII worm beast.
14  Community / DevLogs / Re: Stone Story - ASCII Incremental RPG on: July 22, 2016, 07:55:35 PM
I personally feel the triple jaw action really sets some of these apart from being just another snake:




How to do that wit ASCII art is BOOM magic to me.
15  Community / DevLogs / Re: Towers of Powers - HTML 5 Demo inside on: July 22, 2016, 07:35:35 PM
Knocked out the player's idling animations for standing!  I may do one for the ladder also, but not sure that is needed...



I started the hard work of getting the player and spell pre level load out screen working, but it takes me sooooo long to decide how to lay these things out.

I have a bad feeling this is going to take forever to sort out!

16  Community / DevLogs / Re: CRTTR on: July 21, 2016, 06:42:08 PM

Yes, soon I need to stop procrastinating and make a bit more player related "gameplay".  The problem is I do not think of CRTTR as game as much as a box of virtual toys and I am very distractable.


No rush on gameplay!  I think this is really something as a toy.  It seems like you are having fun with it and creating some fantastic environments for the CRTTR to hang out in.

I can't wait to get a hold of something I can let my daughter play.  She is 4 and she draws these sorts of beasties going on adventures great and just for fun.
17  Community / DevLogs / Re: Signal Decay - A co-op stealth roguelite [Now on greenlight!] on: July 21, 2016, 06:23:48 PM
I gave it my thumbs upedness for Steam.

The coop looks awesome.  There a so many fun ways to setup victory as a team!  It looks like playing team hide and seek with guns!
18  Community / DevLogs / Re: Towers of Powers - HTML 5 Demo inside on: July 21, 2016, 04:57:37 PM
Auto Aim Mo Betta

I spent some time making the auto aiming MUCH better.
Instead of engaging only when shooting the standard spells, it will be engaged all the time.

This arrangement makes the gameplay more engaging of an engagement.

You can now do drive by shooting from the ladders.



Ladder bys?

Oh, and screen shaking! SHAKE IT BABY!
19  Community / DevLogs / Re: Emerging System - a metroidvania game in pixel art on: July 21, 2016, 04:54:46 PM
I love the lo res stuff!  Not that you were asking ME, but that first fellow looks to pop a bit.  POP.
20  Community / DevLogs / Re: Huge Swords and Tentacle Monsters.[Looking for an artist] on: July 21, 2016, 04:52:49 PM
This is a really fun project to watch.
I don't think I have seen such menace in a 2d monster in some time!

This stuff reminds me of the Aquabats FLOATING EYE OF DEATH!

Pages: [1] 2 3 ... 5
Theme orange-lt created by panic