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April 13, 2024, 06:08:34 AM

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521  Community / Competitions / Re: The Vaporware Competition begins! on: May 22, 2009, 10:22:33 AM
Anyone remember the 3 player screenshots of THE CHAOS ENGINE before it was finally released? that would be fun - but rather a hard pedigree to live up to.
http://www.gods-country.de/tcr/gfx/tcr/ce3player.jpg


Turrican 3d - that never came out, and could be cool if done well.
http://www.nemmelheim.de/turrican/other/turrican3d/

but - sadly I have Noooo time free time to enter this  Cry Cry Cry
522  Developer / Playtesting / Re: Spelunky v0.99.8 on: May 16, 2009, 12:14:24 PM
Just got this odd bug.

A Mummy was walking away from me to the left on the bottom floor level, so threw a sticky bomb at it whilst it was off-screen, then ran quickly to the right...

523  Developer / Playtesting / Re: Spelunky v0.99.8 on: April 22, 2009, 02:23:34 PM
I just had Spelunky freeze up on me, floating down with my cape on the first ice level. Weird thing is that the music kept on happily playing, then - despite all the visuals being seemingly frozen and Indie hanging in space - the "GHOST IMMINENT" message still appeared, then the music changed, then I heard the ghost noise. No death though, and I had to quit out using task manager.

Probably just a weird one-off glitch (first time I've had this happen in 1000 or so games) but thought it was worth mentioning anyway! Also worth a grumble since I had a ton of sticky bombs, cape, shotgun, compass and the ankh, and it was looking like a promising run. Pah!

snap - i just had a similar thing happen - on the 2nd or 3rd ice world, jetpacking about then landed grabbing hold of a walltip and visuals froze, then ghost message and music played + the actual noise of a ghost appearing. Playing the game windowed, and game says not responding in task manager. had 10 lives as well  Cry
(game froze with the spooky music looking endlessly)
524  Community / Cockpit Competition / Re: Vessel-IV [FINISHED FINISHED] on: April 19, 2009, 01:51:54 PM
I loved the atmosphere, very good use of audio I think. using the mouse to control the sliders was a little fiddly for me - perhaps having something like tank controls might work well (q/a left forward/back - e/d right forward/back).

I never found much use for the green monitor to the right, but the other two worked well.
good stuff  Beer!
525  Community / Cockpit Competition / Re: Cockpit Compo Post-mortem Thread on: April 10, 2009, 08:42:01 AM
Aqua Kitty - demo(barely)

THE GOOD:
  >Worked out a bit of code so the land tiles worked out what sort of edge piece they should be, so I didn't have to manually place corners/straights etc. It wasn't rocket science, but was a useful time saver.
  >Getting the big snake creature working was interesting and fun. Same for the subs, working out the AI for how they turn towards the player and so on.
  >Looked at as a basic prototype I think it worked out ok, as I can see what does and doesn't work compared to how I intended.

THE BAD:
  >Game not actually fun to play. There are small elements that are fun, but on the whole its muddled (as I have repeated below).
  >Ended up with a nice extra list of ideas but no time to implement them.
  >Forgetting how the code works a week after writing it! And then wasting time picking back through it (even with comments) - is really not fun. If the code lines could be coloured for the different sections that would help (am using gamemaker).
  >Started late (again), which really doesn't do the project any favours.
  >The idea of the game wasn't nailed down firmly enough. It up leaning partway to being arcadey, part to being sim-like (with the hampered turning for example which relates to speed), and as a result feels like a bit of a muddle.
  >Crappy audio, done in the last minutes and it shows.
  >Got sucked into the details too much rather than getting the overall game working (such as the route finding for the snake thing).
  >Collision needs a rethink - as there's some odd snagging issues which may be in part due the the sprite rotating. Further complications come from enemy subs bouncing you between themselves and the wall - whole thing just needs to be addressed from a fresh perspective.
  >It kinda cheats on the whole cockpit concept, as the view is more of a cat playing an arcade machine than an actual cockpit.

...still - on the bright side its always fun to enter these things  Beer!
526  Community / Cockpit Competition / Re: Aqua Kitty Sub-Sub - DEMO FINISHED on: April 06, 2009, 02:50:59 PM
bump - demo now available.
527  Community / Cockpit Competition / Re: [FINISHED] STAR CANNON: INVASION FORMATION on: April 06, 2009, 01:25:34 PM
fantastic fun! Just wish I could shoot down those motherships in the sky  Grin
528  Community / Cockpit Competition / Re: vectorLocust :: FIN ! on: April 06, 2009, 01:23:12 PM
I tried the download - http://iterationgames.com/vectorLocust_079.zip

and my virus scanner thought `vectorlocust_79.exe` is `probably a variant of Win32/Statik application`. Sad

Hopefully its my scanner being over cautious, but just thought you would want to know in case something nasty got into the zip.
529  Community / Cockpit Competition / Re: [FINISHED] STAR CANNON: INVASION FORMATION on: April 06, 2009, 02:05:27 AM
I tried to dload - but just got redirected to "You Made It.exe By 2Dcube"  Cry

EDIT - doh, firewall was being meddlesome...

EDIT2 - could you upload as a rar or zip? I dont have 7z...
530  Community / Cockpit Competition / Re: STAR CANNON: INVASION FORMATION on: March 29, 2009, 03:20:25 PM
those new screens look manic! looking forward to it  Beer!
531  Community / Cockpit Competition / Re: Last minute cockpit entry GO! on: March 29, 2009, 03:17:35 PM
here are some awful ideas (its quite late here- that's my excuse):

frogger from the froggy POV - though that's not really a cockpit, so - um robo froggy! Very low down with with cars and trucks thundering overhead.

cctv street camera - its an old one that can't be rotated, so you just have to wait (a LOT) until you see a crime, hit the red button to call the cops - then sit back and enjoy a biscuit. zzz

crazeee comet POV - steer a comet about, smash into small rocks to create more comet pieces (which creates more cockpit views onscreen) - avoid big things like jupiter which will absorb you.

532  Community / Cockpit Competition / Re: Vote to extend deadline? on: March 28, 2009, 04:47:43 PM
Oh thank fudge! - that means I don't need to pull an all-nighter after all  Coffee
533  Community / Cockpit Competition / Re: STAR CANNON: INVASION FORMATION on: March 25, 2009, 01:38:56 PM
love the pixelly art and colour tones!
but a bit worried about those towerblocks + moire.
Got a gameplay video to show?  Grin
534  Community / Cockpit Competition / Re: vectorLocust :: some blasting so far,. . on: March 25, 2009, 01:31:48 PM
youtube vid looks fantastic! I`m looking forward to playing this   Smiley
535  Community / Cockpit Competition / Aqua Kitty Sub-Sub - DEMO FINISHED on: March 11, 2009, 11:00:43 AM
Sadly haven't had as much free time to work on this as I would have liked, but its been fun making it. Will pop up the demo tomorrow for anyone who wants to give it a go.
EDIT: - Demo is available here:
http://www.tikipod.com/temp/aquakittysubsub_DEMO.zip
 - 19th april update, fixed the annoying collision issue finally (was due to walls being marked as SOLID of all things... gah)

2MB, and PC only.




>>

Bit late to the party...

The pitch - Underwater kitty navigates its sub using just the radar screen and furry paws!
536  Community / Competitions / Re: Cockpit Competition on: February 26, 2009, 01:18:10 AM
Captive was a great cockpit game (played from your `laptop` I think), Hired Guns too...

Hope i get time to enter this (and finish).

Not sure if this has been posted yet - a deepsea fish with its own jetfighter cockpit head!


537  Community / Bootleg Demakes / Re: ROCK BOSHERS (FINISHED!) - ver1.06 on: February 13, 2009, 03:17:12 AM
Ok I finally completed it.

I don't understand (well, maybe the look) why this game only filled 3 pages so far because it's clearly one of the top games recently. Behind the vintage (& authentic) look are good gameplay a mechanics.

HOWEVER, I'll say the same as I did about Spelunky: it's way too hard. Plz, stop making games too hard because it's clearly not what we liked in old games.
I got the satisfaction of seeing the ending, but not the one of having finished something too hard. Other than 'thank god I won't have to redo that'.
This is really a message to all game devs.



hey - glad you like! Sorry if it seems tough, but I think its actually a bit easier than many real spectrum games  Wink

Rockaroids is a more forgiving game - although the boss can seem tricky on 1st approach. Having said that - I can't get past level 9 on infinite mode ... Undecided
538  Community / Bootleg Demakes / Re: ROCK BOSHERS (FINISHED!) - ver1.06 on: February 08, 2009, 10:49:23 AM
Hurrah - New version up with the following additions:

>Better save system - saves automatically at the end of each level now.
>360 wired joypad support.
>Slightly less aggro zombies.
>Unlockable bonus asteroids type game.

>Pixel crisp in fullscreen mode (your graphics card needs to be able to support `surfaces` in game maker to do this, most do - if not there is a filtered version you can dload instead).
>Vs arena mode much better now with joypads added into the mix.

And some other tweaks here and there...

http://tikipod.com/rockboshers/

or direct dload to the pixel sharp version:
http://tikipod.com/rockboshers/Rockboshers_v106_pixelcrisp.rar
or filtered version:
http://tikipod.com/rockboshers/Rockboshers_v106_filtered.rar

539  Developer / Playtesting / Re: Dinowaurs on: February 04, 2009, 01:08:59 PM


Do you have any suggestions for weapons?

super-fantastic-model-dino!  this old board game might give you some fun ideas for weapons n stuff - GAMMARAUDERS (http://www.boardgamegeek.com/image/4374).

Blip the teleporturtle was my favourite  Grin
540  Community / Tutorials / Re: Game Maker Tuts on: February 02, 2009, 02:23:04 AM

It should look like this


I'll be happy to answer any questions, and thanks for the help.

P.S. Heres the gm6 if that'll help:
http://www.rocketsoft.gm-school.uni.cc/uploads/scalingepicfail.gm6

Thanks ChevyRay!

Hi there - well I tried your file, "scalingepicfail.gm6" and it all looks normal to me. (like the pic above - everything is in view).
As the file ends in gm6 I am assuming you are using gamemaker6? I have 7, maybe try dloading 7 and see if fixes the problem on your machine.

EDIT - if i unclick `enable use of views` in the room settings - i get the error where your game appears too zoomed in (as per your 1st screenshot). But reclicking `enable use of views` fixes it all once again. I`d suggest to try your game on a few other pcs if at all possible.
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