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21
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Community / Townhall / Re: One-button racing game - Wavespark!
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on: February 19, 2010, 05:58:48 PM
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Just got 88735 in bonus mode. After struggling to break past 50k, I discovered the secret miracle of the pancake bonus. brilliant game. And given how thoroughly this game has taken off already I am very seriously looking into an iPhone port at this point, so I thank you all for the encouragement.  
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22
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Community / Assemblee: Part 2 / Re: ro9 [Finished]
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on: February 19, 2010, 11:58:34 AM
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Thanks (belatedly) for all great comments people.
And that's very cool to read such an in depth analysis, mister critical-gamer. I don't think I could have expressed my own thoughts as well as you had. Will definitely be checking out some more of your blog now.
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25
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Community / Assemblee: Part 2 / Re: Assemblee: Part Two Voting!
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on: January 24, 2010, 12:10:37 AM
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Played 90% of the games so far. Like usual this is ridiculously hard to narrow it down to 7. I'm trying to vote for a combination of fun, quality games and games that really grabbed the theme by the nuts. Which in this case would be games that used multiple artists in an eclectic but vaguely cohesive way.
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26
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Community / Assemblee: Part 2 / Re: Led's Get Shooting [FINISHED]
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on: January 16, 2010, 01:20:08 PM
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Additional information: Could not load shader:Fragment shader failed to compile with the following errors: ERROR: 0:5: '{' : syntax error parse error ERROR: 1 compilation errors. No code generated.
Crashes when I first run. Got this message when debugged the exe. Some kinda shader problem. I've never had any trouble running gl games before.
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30
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Community / Assemblee: Part 2 / Re: Finished Entries
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on: January 10, 2010, 12:07:20 AM
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r9 <td style="width: 350px; vertical-align: top"> <strong>ro9</strong><br/> <em>by Crackerblocks</em><br/> <a href="blinkbat.nfshost.com/ro9.zip">Download</a>, <a href="http://forums.tigsource.com/index.php?topic=9614.0">Thread</a> </td>
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31
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Community / Assemblee: Part 2 / Re: Nine Lives [demo] [oryx] (previously: youdontneedenergydrinks)
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on: January 09, 2010, 11:48:57 PM
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Calling this done. Final version link in first post. Since the last version I added sound and voice (which turned out better than I expected), some cool menu bloop bloop stuff, and the game ending. Also, Oryx's fixed tiles. You could make a tiny minimap in each player's screen of the rooms they've been in.
The map is too messed up random for this.
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32
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Player / Games / Re: IGF 2010 nominations
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on: January 06, 2010, 10:11:47 PM
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Enviro-Bear got best in overall, worst in audio.
750 words of comments, all very well thought out. A couple were very critical. And a couple it seemed obvious that they had previously played it. Makes me think releasing your game to the public before the deadline and getting a bit of hype might be a good idea.
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33
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Community / Assemblee: Part 2 / Re: Space Garden Punchonaut [alpha FINISHED]
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on: January 05, 2010, 11:48:39 PM
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I'm rather enjoying this. Just played for about an hour. The oh boy explosions puzzley hypnosis is there. My only gripe is the tractor field feels really awkward. Always going 1 too far or 1 not far enough. Not really sure how to improve it though without potentially overpowering it. And I'm not exactly sure the correct technique for getting rid of a big column on the edge. I'm also seeing the alpha around the sprites at about 20%, rather than completely transparent. 
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34
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Player / Games / Re: IGF 2010 nominations
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on: January 05, 2010, 09:08:51 AM
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Pretty surprised that Enviro-Bear made it. Me and 4 art games in the category  I can't find find any explanation on how the judging exactly works, but it seems they erred on the side of being democratic and accountable, and didn't worry so much about being statistically strong.
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37
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Community / Assemblee: Part 2 / Re: Nine Lives [demo] [oryx] (previously: youdontneedenergydrinks)
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on: December 20, 2009, 11:30:31 AM
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I got a few guys to monochrome world and got owned.
Monochrome is the end. And I made it unfairly hard. What does gold do? also some sort of effect when you get a potion?
Think I'll just tally up the gold for your score when I get the ending done. Although it will probably be too random, and you could just camp a level infinitely. The big thing I don't understand, is how the dungeons work. Is it random every move? When I just turn in place I would expect it to remain the same but it changes as I spin in circles. It would be awesome if the level were generated at the start so it became like some sort of rubiks cube puzzle or one of those get all 6 balls into the hole wood labyrinth puzzles!
That's the main thing I wanted to fix. But I'm sort of torn. On one hand, I like the idea that you can just look at the screen as-is and have all the information you need to make your next move. Building a mental map of 9 levels sounds like too much brain strain. On the other hand, it would be pretty cool to see your other characters walking around. I might do something in between. Still random, but less spastic.
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38
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Community / Assemblee: Part 2 / Re: Nine Lives (previously: youdontneedenergydrinks)
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on: December 19, 2009, 11:27:24 PM
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Ok, new demo time. I got combat and level progression done. LinkyI think I'm getting a little bored with this idea. It sort of doesn't entirely work. But I will add a bit of polish and maybe sound, then call it done. Although it was pretty fun trying to figure out all the math for damage, hit chance, XP, based on level difference between you and a mob. So fret not, you will get rewarded with exactly the right amount of XP based off the challenge you faced. The goal is to ascend as many of your players as possible... - Move forward/left/right. Space to stand still. No backwards.
- There's 9 dungeon levels.
- 3 monster types per level. The humanoids are easy, animals/creatures are hard, bosses are hardest.
- Only one boss exists per level per player. Bosses drop an ankh when killed. The ankh will resurrect any other character that died on the same level.
- Aim for roughly 1 XP level per dungeon level. Gaining an XP level restores all your health.
- The color key at the bottom-right reminds you how deep you are.
- Don't try to run away from tigers.
- You currently can't win. There's no exit on the bottom level.
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39
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Community / Assemblee: Part 2 / Re: SONR
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on: December 19, 2009, 07:28:05 PM
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I like the bouncy movement. And I don't think he's too small. The grass also hides the lack of animation. And with jumping you'll get plenty of opportunity to see your dude. Summary: roll with it. .NET version. I'm a programmer and I have no idea what version I have installed. Might be wise to play it safe. I find if someone can't run your game they most likely just shrug and move on to the next game. I got some basic moving and collision detection working and made a little video of it. Couple of questions: - Does the guy look too small? Most of him is covered up by the gray grass stuff. Good or bad?
- What do you think of the bouncy movement? I fixed it, but I almost kind of like it. Kind of makes up for the fact that the sprite isn't animated.
My next step is to add jumping and clean up the collision detection a bit. Then I want to make a bigger map and push out a demo so I can get feedback on the movement. Okay one more question: Do people have a preference between .NET 2.0 and 3.5? I'm using a few features from 3.5, but I could take them out if lots of people have 2.0 and can't/don't want to upgrade.
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Community / Assemblee: Part 2 / Re: Chase Goose [FINISHED]
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on: December 19, 2009, 06:58:03 PM
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Most excellent. I love games like this, where as a player you don't feel like you're competing against the game world, but rather competing directly against the game's author, and that person hates you.
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