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Pages: 1 ... 5 6 [7] 8 9 ... 34
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122
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Community / DevLogs / Re: RockBoshers DX
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on: June 11, 2012, 02:18:15 PM
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Yeah, for me the think which stuck out as weird was the zombies/enemies not fighting each other. Obviously with the current level designs making that change would be problematic, but if the level designs were skewed towards making use of their hostility for one-another, that'd be cool. I far prefer games where the rules in them apply equally to everyone.
thanks - yeah it would be cool to have more enemies that in-fight, so its not the player versus everything.
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124
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Community / DevLogs / Re: RockBoshers DX
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on: June 03, 2012, 02:42:00 PM
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Yes no remake yet. And good to hear you like RB  - anything you disliked about it though or you would like to see in a remakeroony?
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125
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Community / DevLogs / Re: Diluvium
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on: June 03, 2012, 01:24:39 PM
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this looks great! Does the order animals are stacked in make a difference to their stats?
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126
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Community / DevLogs / Rock Boshers DX
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on: June 03, 2012, 01:15:30 PM
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 Hmm, so I was thinking - it could be quite fun at some point to revisit an old game I made (RockBoshers) and give it a DX makeover. Would love to hear from anyone who played RB, what they liked most about the game and what they liked least (any other feedback would be great to hear too). ta muchly!
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127
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Developer / Art / Re: show us some of your pixel work
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on: June 02, 2012, 04:13:40 AM
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Didnt really get any crits or edits when I made a topic so~ Quick question, does anyone running windows 7 have trouble playing gifs? When I preview them, they all get stuck on the first frame :| These look awesome - great work!
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128
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Community / DevLogs / Re: Aqua Kitty (working title)
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on: May 28, 2012, 10:22:00 PM
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Sorry again for lack of updates. Game is still moving forward, last few weeks have been spent dealing with optimisations. Next up the front end needs a few flow tweakies. exciting art of the week - from the map screen, the "saved all kitteh" gold award level icon  
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129
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Community / DevLogs / Re: The Archer
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on: May 28, 2012, 09:36:21 PM
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Hey guys, I just wanna say thanks for all your support through this project! As you can probably tell I've put it to sleep.
I'm going to be focusing on my artwork from now on. Sorry to everyone I disappointed and thanks again for the support.
Sorry to hear that - hopefully all your hard work will someday be reworked into new projects.
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130
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Community / DevLogs / Re: Adventure Apes and the Mayan Mystery (Metroidvania with Monkeys!)
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on: May 06, 2012, 12:11:45 PM
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Heya - had a quick play and here are some notes that may be of use. 1. Piranha near the start, it moves at your speed so you can die very easily - maybe make it pause after bites or something similar so its motion is broken up. 2. The treasure chest wasn't that obvious to me under the start position, perhaps add a sparkle particle to it to draw attention, or make it so you have to pass by it (as it teaches you to look out for keys with its help text). 3. Laser gun - once the gun runs out of ammo I could see a way to get more ammo, would be nice if there were ammo pickups lying about, or if it recharged. 4. I found I got lost easily, anyway to add a map as the levels feel pretty huge? Its a cute looking game though, just feels like it has a few rough edges that need smoothing out 
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133
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Community / DevLogs / Re: Aqua Kitty (working title)
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on: April 24, 2012, 12:25:32 PM
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Had no updates for a while as Gabor (the games programmer) has been moving home and I have been tied up with contract work.
Things are moving on again though, recently fixed up various map screen things and the 4th area background art. New music coming this week too! Will update with some pics later in the week.
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137
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Community / DevLogs / Re: SpaceHero Command
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on: April 01, 2012, 06:25:58 AM
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I personally like the randomness and always enjoyed that in certain games I played. As long as the game was just relying completely on random odds I feel like it adds alot. It makes the gameplay seem more artificial and less sterile because sometimes you can be surprised with the outcome but you aren't depending on it and are still strategising around this limitation.
I agree with the randomness being a good thing, Advance wars and Nectaris do it too and I love them to bits. But it needs to be subtle I think as in those games.
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138
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Community / DevLogs / Re: Aqua Kitty (working title)
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on: March 29, 2012, 02:41:16 PM
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Sorry for the off-topic bump, but I only just realised today you made Rock Boshers. I grabbed it today (previously I've had crashes from it) and really enjoyed it. It has a lovely, witty and pulpy script.  Bump accepted! Glad you like it (hopefully not experiencing any crashes!), it was fun to make and forced me to work out how to use gamemaker. (huge thanks to Alex May for introducing me to gamemaker in the first place, it has since proved very handy for prototyping things)
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140
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Community / DevLogs / Re: Aqua Kitty (working title)
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on: March 19, 2012, 07:24:14 AM
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Congrats on the interview! It's nice to see exposure like that when you work so hard on a project. One thing I hadn't noticed before was the milk containers and the sliding band that goes up and down. I'm assuming that later on it'll only move to the level of milk collected, because in the video it seems pretty Freudian!  nope - they are pumpin` non stop, unless the kitten manning them is grabbed (which pauses them). ...and of course what the player chooses to perceive is their own business 
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