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362
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Player / Games / Re: Planet M.U.L.E. is pretty cool
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on: February 16, 2010, 03:00:53 PM
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Fun that somebody finally discovered this. I worked on that game for a while. I also made an extremely feeble attempt of getting it on the front page, which I'm really rather embarrassed about now. Anyway, you should know that it's an officially endorsed remake, and not a shady clone. It also may expand/branch in interesting ways in the future, as we already designed a whole lot of goodies that didn't make it into the release version. 
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363
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Developer / Art / Re: Mockups
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on: February 11, 2010, 03:17:58 PM
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Wow! A lot of awesome mockups in this thread. Here's my mockup for a WIP breakout game:  I may be a bit late, but in 20+ pages, this gave me the strongest "I want to play this noooooow" urge! 2 things, though: I can't figure out what the "paddle" is... would be cooler if it was something like a wooden horse with a shield on its side being dragged sideways across the lawn with ropes... just brainstorming here... also, what's with the bearded guy portrait?
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365
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Community / Assemblee: Part 2 / Re: Bitworld [Finished (OSX+WINDOWS)]
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on: February 09, 2010, 02:57:56 PM
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OS X version! Absolutely freaking lovely.
The charm of this game is immense!
Somewhat slow starter and seemingly empty though... I hope I missed the key for rummaging through furniture... otherwise really empty...
Not sure how this would translate to the iPhone, but if feature and content updates are promised, I'm buying it!
EDIT: Ok, so I understand this was a very short competition and a very short game. I guess I can live without the classic shops, potions, scrolls, weapons, armor etc. but for an iPhone (or any pay version) there absolutely must be something that actually varies the gameplay or introduces at least a few new things each level, and not just one or two new enemies, imo. But then again, given the amount of time this was completed in, this should probably be seen as more of a tech demo. It's a great tech demo, though. The combat gameplay is brilliant for all three classes, but without a goal or new things to see, it's in danger of becoming boring very fast.
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366
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Developer / Playtesting / Re: Spelunky v1.1 (and Source)!
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on: December 29, 2009, 01:37:43 PM
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holy jesus, HL2 Rouge-like is alive once more!
Explain, please? And is someone on the OS X port?  (Or an SDL port which would mean Linux + OS X?) EDIT: Woo! Post 100!
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367
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Player / General / Re: The Ultima Series
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on: December 21, 2009, 03:51:29 PM
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Ultima Underworld is really interesting to play from a "historical" perspective. I knew about it for a long time, but only actually played it this summer, when I was on a DOSBox binge. Seeing how heavily it has influenced virtually every modern (western) RPG was really eye-opening. I had countless "so this is where they got that from" moments. For instance, the first two Elder Scrolls games are pretty much straight ripoffs, even to the point of using the exact same control scheme with the different "modes". Interestingly enough, I didn't get that same feeling from Ultima VII. I guess UUW has aged better.  Erm... I think you should go and play the following games a bit as well: Wizardry Alternate Reality: The Dungeon The Bard's Tale Might & Magic and most of all Dungeon Master Those games, especially the last one, all preceeded Ultima Underworld and defined the western CRPGs more, imo. PS. This is still how my old room at my parents house looks like:  DS. My dad completed Ultima IV and kept extensive notes about the entire progress... I was a bit too young at the time to finish it, but I made it more than halfway through. Still the one of the best games in existance. The amazing thing is that it's not about killing something, finding treasure or rescuing some princess. The goal is actually to read a book. And you have to use your brain to get to that point. Sadly unheard of these days.
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368
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Community / Townhall / Re: Skullpogo - iPhone this Halloween! :O
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on: October 09, 2009, 04:06:11 PM
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I swear I saw a 1:1 image from this game with blurry pixels but now I can't find it.
Will the game have the pixel art intact on the iPhone or will it be murdered?
Also, the preview movie has soft buttons on screen, but I hope there are tilt controls as well? (Even if there aren't, why buttons and not a target on the ground you can slide around instead?)
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369
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Community / Bootleg Demakes / Re: Soundless Mountain II [NES] FIXED LINK! (OSX / PC)
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on: September 20, 2009, 10:13:31 AM
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Hi there, I've just uploaded the Mac / PC versions of the game (both in one .zip) to my own server. Hopefully should be nice and fast! www.superflatgames.com/SoundlessMountainIIv1-00.zipThere is actually a version 1.1 in existence, although only on my hard drive... It has handguns and mannequins and some apartment goodness! Hopefully I will find time later this year to get it done. It is now later in the year... is it done?  Seriously, I wanted to resurrect this thread to ask if there was a way to play the OS X version in a window?
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370
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Developer / Art / Re: Snow Leopard and CS3
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on: September 12, 2009, 05:40:41 AM
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The one thing I've noticed so far, and this goes for both CS3, CS4 and even Finder windows:
If you use Exposé to drop a file into a window, that window will be in the wrong position as long as you hold down the mouse button, and as soon as you release it, will move to its correct position, but drop the file in the wrong location.
It's terribly annoying when you try to accurately drop images into InDesign!
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371
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Developer / Art / Re: show us some of your pixel work
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on: August 07, 2009, 12:06:37 AM
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I needed to learn how to use the tile mapping function in Pro Motion 6, so I decided to modify one of my old tilesets since I'd already been experimenting with the rest of the mockup. I normally don't enjoy drawing tiles all that much, but I had fun with this. Before and after:  Holy shit, you went from symbolic/iconic representation to realistic representation (on the gems) without increasing the colors. That's a huge step up in showing off skill there, really impressive! Too bad that the readability of the main character went down the drain with the update. Why did you switch his blue body to a brown one? His backpack looks fused with the body like a hump now.
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373
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Community / Townhall / Re: Saucelifter! for iPhone
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on: July 08, 2009, 10:02:18 AM
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Ah, I'm not playing with sound, so I guess those small red lights have an alarm associated with it?
Perhaps that needs to be made more obvious, but I get it now. Cool feature.
I still think it belongs in an "advanced" or "extra" mode though, not in the regular difficulty levels.
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374
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Community / Townhall / Re: Saucelifter! for iPhone
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on: July 08, 2009, 06:14:00 AM
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Told you the shots were confusing...  OH! Did you guys get the 1.2 update that went live yesterday? I'm pretty happy with it.  Ouch... gameplay mechanics seem to have changed? On normal mode, instead of having new turrets come between every delivery you make, new turrets pop up at intervals? I would have put that into a separate mode, imo... Also, new fortified bunkers seem nifty, but I haven't figured out how to bust them open yet... also, seem to call for an "advanced" or "extra" mode... I liked the KISS attitude of the old version's modes. You knew what to expect, clean and simple. Still, only put about 2 minutes into the new version, but I suspect you are too familiar with the game yourself, and don't really see how confused new players can get... but that's the old school way, so I don't mind.
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375
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Community / DevLogs / Re: Fez
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on: July 08, 2009, 02:27:59 AM
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Well, congratulations to the Xbox owners then!
Unfortunately, I'm not one of them and I don't plan to be anytime soon either.
(I'm one of the relatively few Mac owners, so I guess my chances of ever getting to play it on my platform of preference is extremely slim.)
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376
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Player / Games / Re: Post your Diabolika Scores!
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on: June 20, 2009, 02:09:01 PM
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This looks a lot like Fuzzle (which isn't a bad thing, since I consider that to be one of the best iPhone games in existance, due to it's simplicity and infinite gameplay).
If someone has tried both, does it play somewhat the same?
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377
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Developer / Art / Re: Atmospheric Games (image heavy!)
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on: May 29, 2009, 11:23:21 PM
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Excellent choice of picture. It was the fact that your torch/light constantly died down, and the sounds of the monsters lurking nearby (especially the mummies screams) that made Dungeon Master (at least for me) very, very atmospheric and scary.
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378
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Player / Games / Re: Braid for Mac
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on: May 24, 2009, 09:27:57 AM
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You really have to play further.
Will the demo allow me to do this? So far, it has failed utterly to make me interested at all in the game.
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379
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Developer / Art / Re: Atmospheric Games (image heavy!)
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on: May 24, 2009, 02:21:33 AM
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These are shots from the DS title my studio is working on. Since I'm the lead artist on it, it's become my mission to create fantastic atmosphere in the title. I adore atmospheric games so I hope I've been directing my team correctly to reach my goal.
I'm sorry that I'm raining on your parade, but... generic medieval castle and lots of browns? I don't think that's what I would have shown in a thread like this. Yes, it seems very well made for a DS game, but I don't see any atmospheric elements like lighting, a special theme or fog or any other effects.
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380
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Player / Games / Re: Braid for Mac
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on: May 24, 2009, 12:29:37 AM
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Do you like the gameplay?
I don't think I've gotten far enough to see the more complex aspects of the time reversing thing, but so far, my reaction is Sands of Time meets a poor Super Mario clone. The actual controls and jumping is very awkward for me using keyboard. The elasticity of the acceleration and speed of the character rubs me the wrong way somehow. So I guess the answer is no. I'll stick to Aquaria then. 
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