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Pages: 1 [2] 3 4 ... 88
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21
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Community / Sports / Re: FLOG [FINISHED]
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on: December 02, 2012, 11:30:15 AM
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Yeah, FLOG is kind of like that crossed with Chu Chu Rocket maybe? Haha.
Played some more, level 12 has me stumped; those crazy portals!
edit: Just realized that I called the game 'Golf Course' in my previous post, why'd I do that.
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22
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Community / Sports / Re: FLOG [FINISHED]
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on: December 02, 2012, 09:47:41 AM
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I'm on a Mac. On Firefox, buttons grow invisible for some reason, but it's still playable once I figured out this fact. Possibly related to this error? [14:38:41.686] IndexSizeError: Index or size is negative or greater than the allowed amount @ http://www.flog-game.com/game.min.js:51
Even balls went invisible at times... Gets frustrating, but I endured a few levels.  On Safari it never finished loading, so I checked the error console: Failed to load resource: media/sounds/button.* Failed to load resource: media/sounds/arrowBoost.* Failed to load resource: media/sounds/smallBounce.* Failed to load resource: media/sounds/bigBounce.* Failed to load resource: media/sounds/mediumBounce.*
At any rate, this is super entertaining, and I like the twist on minigolf you have here. Good job! edit: Forgot to mention; aesthetically brings me back to Kirby's Golf Course and the like, cool stuff!
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23
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Community / Sports / Re: Spwords [FINISHED]
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on: December 02, 2012, 07:45:14 AM
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Appreciated!
@Glassmoon: The jumpy motion bothers me too, but there's no simple way to fix it, as far as I understand, so it'll have to do. The timer being short is part of making this more sports-like, of course. An alternative would be to have a shorter timer that resets for each word, but I like how it is right now, for it allows you to overthink some words, only to have to catch up later in the round.
@louroboros: Yeah, the rules are not immediately transparent; they're really simple, but they're a bit difficult to explain succintly.
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24
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Community / Sports / Re: Spwords [FINISHED]
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on: December 01, 2012, 08:29:38 PM
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Made it overall much more interesting a game from what I posted first. Way better rules, win state possible, more comment variations. I actually find it worth playing now!
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25
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Community / Sports / Re: Post Finished Entries Here!
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on: November 30, 2012, 10:00:08 PM
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<div style="padding: 5px; padding-bottom: 0; float: left"> <img src="http://i49.tinypic.com/5ebmg5.png" width="300" height="200" /> <p style="margin-top: 0; font-size: x-small"> <a href="http://forums.tigsource.com/index.php?topic=30072.0">Spwords</a>, by agj </p> </div>
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26
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Community / Sports / Spwords [FINISHED]
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on: November 30, 2012, 04:04:42 PM
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Spwords (was: Wordnnis) Play here (web) (Off-compo update, with hotseat mode, here.)A tense player-versus-computer game of quick typing and vocabulary! Rules go like this: You take turns with the computer typing out English words. Each round has a specific letter assigned, which every played word must start with. Also, every word must also contain the last played word's last letter. Add to that a time limit and that you may never repeat the same word, and it can get pretty difficult. Win three rounds and you're the victor. Credits: Got my list of words from Keith Vertanen's site.(Original post below.) (Name is temporary. Alternatives: Tenniword, Keypongboard, Tenwordnis.)
Hello, people. It's been a long while since I last visited.
Decided today to make a last-minute entry. Making a game that is sort of like playing tennis by typing words on your keyboard, but not really very much like tennis at all. It is very minimal and is comprised visually of nothing but a single line of text.
I don't think I'll finish it before midnight, but I'll certainly have it finished tomorrow during the day. Anyway, please look forward to this terrible game I am making. Or don't, really.
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28
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Community / Townhall / Re: Alone in the Park
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on: April 13, 2011, 05:26:16 PM
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Upon attempting to go into fullscreen mode in the options, an error (I have the Flash debugger plugin): SecurityError: Error #2152: Full screen mode is not allowed. at flash.display::Stage/set_displayState() at flash.display::Stage/set displayState() at HikingTripAdventure/switchToFullScreen() at components::PopupMenu/___PopupMenu_Button1_click()
When I clicked the letter while reading it, the text was repeated. Eventually, when I showed people the letter I first received, the bubble icon with the letter graphic remains over their heads, and no dialog is printed. That's it for bug reports. I played... actually maybe a couple of hours of it! I've enjoyed it. I'm fond of the interface, and I like seeing the path I've taken during my playthrough. I have a few quibbles about the interface (like text being selectable in some places, or that you have to wait until the graphic expands in the item list before being able to drag it), but they're minor. A bit of a letdown was that you promised no pixel-hunting and that sort of stuff, but I still 'had' to try dragging every item to every character, in the end. Although it usually didn't prove fruitful because I had already exhausted my options at that point. Nice sense of humor. One part in particular I actually laughed out loud at was the bit about the 'alternative fruit'. :)
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29
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Community / DevLogs / Re: Gratuitous Profanity
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on: February 10, 2011, 01:21:03 PM
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I'm totally fine with you using my recordings, LazyWaffle. Your new concept sounds a bit too big, though; are you certain you'll be able to keep the motivation that Noyb couldn't, considering that? Either way, good luck.
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30
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Developer / Technical / Re: The Mario Genome
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on: November 04, 2010, 11:19:17 AM
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This is an evolving AI so to speak, behaviour patterns that are successful are passed on to the next generation.
What sort of behavior patterns are recognized currently?
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31
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Developer / Technical / Re: The Mario Genome
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on: November 04, 2010, 09:05:33 AM
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Nice!
This is really interesting as is, but I would find it even more intriguing if what is evolved is an (AI) algorithm rather than just keypresses. Wouldn't that result in a well-refined Mario-solver?
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32
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Developer / Technical / Re: How does flash handle audio?
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on: November 01, 2010, 09:16:41 AM
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My point was that you should not bother with the weird stuff that Flash does when it compresses your audio, and instead compress it yourself with a separate tool. You'll get control of the filesize that way.
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33
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Developer / Technical / Re: How does flash handle audio?
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on: October 29, 2010, 10:46:52 AM
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Hmm, I believe there was a way you could instruct Flash not to recompress your audio files, but they need to be MP3s. So, compress them with a good encoder to suit your size-to-quality ratio of choice, then find the appropriate setting in Flash. I suggest this because Flash's encoder is totally crap.
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34
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Developer / Technical / Re: external scripting
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on: October 26, 2010, 11:37:02 PM
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Not sure what you mean, still. By embedding, you have the resource available at all times, no need to load, just instantiate it, like so: var myXML:XML = new XMLFile as XML;
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38
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Developer / Design / Re: Designing small games
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on: October 23, 2010, 10:06:51 AM
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Come up with a single thing that you want to say or try, and then think of how to do it. Now take away anything that does not directly contribute to that core idea. It's pretty simple, really, provided your core idea is strong (that is, original).
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39
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Developer / Technical / Re: external scripting
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on: October 23, 2010, 09:53:08 AM
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Not sure what you mean. Do you want to embed or will they be external? How to embed depends on what you're using to make your game. If you're using pure actionscript, you do this.
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