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Pages: 1 ... 32 33 [34]
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661
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Community / Procedural Generation / Re: Rescue: The Beagles [FINISHED-BETA]
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on: July 08, 2008, 08:15:27 AM
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I agree too, after more playing auto parachute doesnt seem like such a good solution. You pick and collect parachutes, they are precious, so you should determine when and if they are to be deployed to maintain their importance. However I still find it harsh trying to judge the right safe drop distance (sorry, i suck  ) - I wonder if some sort of audio clue might work - like the panic scream in tomb raider once she falls too far to land safely. After falling `x` distance the character could emit an `eek` warning, so if you are fast you could deploy `chute. but then you fall so fast it may be no use... i`ll get me coat
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662
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Community / Competitions / Re: Finished Competitions
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on: July 05, 2008, 03:32:26 AM
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Mustard? Ketchup? Sausage?
You have some weird-ass cream buns.
Ah - i wasnt sure if the pink thing was icing (looks a little undercooked for a hotdog). We used to get similar looking `colourful` cream buns in yorkshire back in the 80s. It was the small indie bakeries getting creative.
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667
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Community / Procedural Generation / Re: PGC - Voting!
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on: June 24, 2008, 11:42:17 PM
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Yeah if people didn't want to be hurt they wouldn't upload their games inthe first place  Exactomondo! and anyway - people can always choose to ignore a crit if they choose 
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668
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Community / Procedural Generation / Re: Rescue: The Beagles [FINISHED-BETA]
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on: June 24, 2008, 01:34:25 PM
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yeah auto-chute sounds very good. I can see though, how it can tricky to find a clean solution to these sorts of things. for example - I currently play by trying to find `jumps` between the layers which are very close together, anywhere else and I go for parachute regardless (just to be safe). If this method of play was `as designed` then the use of the parachute could be considered akin to the teleport in defender, an emergency measure in worst case scenarios. All fine and good - but then that might be interpreted as a bit hardcore to some gamers who are more used to peggle and the like. Which makes me wonder if its best to just make the game for yourself and be done with it 
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670
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Community / Procedural Generation / Re: PGC - Voting!
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on: June 24, 2008, 03:56:08 AM
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Sorry, I don't mean to be a drama queen or whatever, but I don't see the point in posting something like that if it's just going to piss people off  Let's just pretend I never posted it at all. Noo - never self censor. Stick to your views, as people can always choose to ignore them if they dont like the sound of them  Seriously though, I think all feedback on the games is good for people - even if it sounds negative. Its no good just having people tell you `this is great` after all. Opening a debate is where things get interesting, and it helps people to challenge their own ideas.
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671
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Community / Procedural Generation / Re: Rescue: The Beagles [FINISHED-BETA]
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on: June 24, 2008, 03:01:36 AM
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Very cute art, and I think the concept of switching between the layers of parallax is great. Audio is fantastic too (especially track2 - disasterpeace).
I just wish there was some kind of `safe to jump` indicator. Either an indicator on the player (a glow/icon) or an icon below the player, show its safe to jump. Blind leaps of faith are never fun i find, and they seem to sit at odds with what is otherwise such a good game.
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672
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Community / Procedural Generation / Re: PGC - Voting!
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on: June 17, 2008, 03:06:35 PM
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I really need to make time to play some more of the games too. The few I have are really great fun  Interesting to see some of the dload stats: At the moment I have
part 1: 545 downloads part 2: 2080 downloads part 3: 480 downloads
Why the massive 4* multiplier on part 2?
Anyone got any stats on download numbers?
That dload jump with regards to part 2 is a tad odd, maybe some other site linked to page 2 by mistake? If anyones interested - here are the current stats for the game I had a hand in: laserbunnywangles has had most referals (47%) from some site called `jayisgames.com` which I had never heard of before. Followed by tigsource at 22%, indiegames at 16%, playthisthing at 8% and a bunch of others filling the final percentage. And total dloads as of this evening is 984.
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673
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Community / Procedural Generation / Re: Laser Bunny - Adventures in the Alien Death Mines! [FINISHED]
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on: June 04, 2008, 03:30:35 AM
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Well, first things first, the art is awesome and adorable, and it needs music.  I liked the simple gameplay coupled with the maze navigation, however you should probably make the experience a bit more concise. Either make each level shorter or split the number of levels by half. They take a good while each to beat, tending to drag, and I think showing new enemies each level would benefit it and make the overall experience more enjoyable, but that might be me. No bugs found. All great comments - much appreciated! Bite sized levels would be much more suitable, also some sub stage element (like terracing) so you get a clearer sense of progression. Some secondary gameplay effects would be good too, like flamers burning bushes, and maybe the ability to plant temporary bushes perhaps (works like a shield). And big bosses of course!!  ta for the feedback!
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Community / Procedural Generation / Laser Bunny - Adventures in the Alien Death Mines! [FINISHED-UPDATED-OWLIER]
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on: June 01, 2008, 10:55:51 AM
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HARDER, BETTER, FASTER, OWLIER!Here is a newly polished up version of the game. The water chases you much faster, levels are more concise, art given a new lick of paint. Still lots of extra stuff we would like to put in like music, but it just isn't practical with this version. Dload link to new version is as before: www.tikipod.com/laserbunny/laser_bunny_setup.zipand for nostalgia... Older version can be found here: www.tikipod.com/laserbunny/laser_bunny_setup_PGC.zip(OLD STUFF BELOW)>>> ------- Hello We finally have the game in a finished sort of state! Hooray. Dload here (about 4 meg): www.tikipod.com/laserbunny/laser_bunny_setup.zipscreenshot:  Its our first attempt at one of these competitions, so go easy  Using `Wizard of Wor` as a loose starting point, we have made a little maze shooter with randomly generated mazes. There are 10 levels in total - with an increasing number and variety of enemies as you progress. Guide LASER BUNNY up through the mines before they get flooded, once submerged you lose ALL lives so be careful. To install - unzip the exe, then just install away. Controls are available from menu screen. (WASD or ARROWS) Note that the poison gas clouds in the game slow your speed temporarily. Also you`ll have to use your brain to remember what level you are on as we forgot the indicator (go oldskool and use a pen and paper). And sadly no time for massive end of game bosses  BUT there is an `end of game` screen, so there is a token reward for finishing all the levels!! YAY!!!
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