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422
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Developer / Playtesting / 3 short games
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on: March 15, 2009, 11:37:18 AM
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Hey everyone, here's a few games I've made for Poppenkast competitions recently. "Degenerate Youth"  Made in about 3 hours and 45 minutes for the city competition. F1 for info should explain things. Or not. DL: http://www.mediafire.com/?fdnjmqzyjjo"Two Bullets to Hell"  This was for the Poppenkast's Big Compo 01. I think it took me about a week and a half. It's a relatively short and simple sneaking game. You'll start the mission with only two bullets; use them well. Try to find the hidden ending by killing the right people. Pressing 'Enter' will skip the opening credits. DL: http://www.mediafire.com/?ofi2qzamg2n"Super Coin Flipper"  A competitive coin flipping game for the Money competition. Made in about 4 and a half hours. It's one-keyboard/two-players. Obviously, this represents my artwork at it's peak. DL: http://www.mediafire.com/?j2jthvjyhd4So lemme know what you think. 
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423
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Player / General / Re: Poles Big Adventure - New 8-Bit Game from Sega for Wii
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on: January 25, 2009, 11:48:11 AM
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How the fuck is it that GM still hasn't been ported to Mac, yet it's now apparently ported to Wii??
Haha, yeah that was pretty much my first thought too. It really looks inspired by the retro indie trend more then actual retro games. The way they did the tutorial, is a method I've only really seen in indie games. You Have to Burn the Rope is the first game I had seen that method in -- does anybody know if it really came from that game, or an earlier game? Anyway, I think it looks fun. The Japanese Debut Trailer has more interesting stuff in it.
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424
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Player / General / Re: Spam Battle
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on: January 23, 2009, 04:40:57 PM
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Rock her like a snowstorm: Give her 9 inches over night and in the morning she won't be able to leave the house.
(Who is my opponent, and why do I feel like I'm complimenting them?)
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425
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Player / General / Re: MY WORD TIGERS, CURLY BRACE!
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on: January 14, 2009, 12:25:21 AM
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I think she looks cuter this way. I can definitely see how she looks chubbier then the old version, but not when you compare her directly with the new-style Quote.
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428
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Developer / Playtesting / Re: Jed
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on: January 03, 2009, 03:50:13 PM
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It's very fun! I heard about it here: http://www.4colorrebellion.com/archives/2009/01/03/fun-for-free-jed/I liked how your hp was how many babies you collected. And the music was nice, definitely. I thought the sawblades went too fast, though, because it was hard to outrun them. The background flipping mechanic is awesome. There was this one part that I thought I would run out of jetpack and fall to my death but at the last second I hit a background switch and saved myself on a platform that appeared under me! It was sweet.
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430
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Player / Games / Re: Stylistic Aspects of Platform Games
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on: December 31, 2008, 12:56:42 PM
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I would take this with a grain of salt. Remember that Wikipedia is edited by nerds and pretty much every 'In Popular Culture' section features a lot of references to videogames, anime and Firefly.
Of course. Though for the sake of conversation, Wikipedia is an interesting collection of "knowledge" nonetheless.
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431
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Player / Games / Re: Stylistic Aspects of Platform Games
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on: December 30, 2008, 10:57:48 PM
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As for floating islands, the first floating island I remember coming across was sonic 3's. What are the other, earlier, ones?
Wikipedia has this article: http://en.wikipedia.org/wiki/Floating_island_(fiction) It says The Odyssey was the first to hint at a floating island, but the first definitive use of the concept was in Gulliver's Travels. What's interesting about the article, however, is that the majority of examples it lists are from modern entertainment - namely games. The first few examples it gives are separated by centuries, while uses of the idea become more condensed around the time of video games. Another thing I wonder about is the prevalence of bottomless pits in 3D games. If it weren't for 2D platformers, I think a lot of those bottomless pits would be filled with something sensible like lava or spikes. That's another interesting concept that I think may have gained more recent popularity because of it's use as a game mechanic. I looked 'bottomless pit' up on wikipedia also, but the only real mention of it before video games was the biblical 'Abyss' which meant a hole straight to hell or the underworld. That's not something that's really been used much in literature or entertainment much except in video games.
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432
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Community / Townhall / Re: Aphrodisias
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on: December 30, 2008, 03:37:38 PM
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It's an interesting experiment. I could do without the flashing, though. To be honest, I imagine the collaborative image will just turn out looking like random static. It's cool to see my screenshot appear on that webpage. It's a nice, easy to use system for that.
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433
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Player / Games / Re: Stylistic Aspects of Platform Games
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on: December 30, 2008, 02:51:30 PM
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I wonder sometimes if the popularity of floating islands comes from platformers. I occasionally see the concept used in tv, movies, books, etc. and I can't help but wonder if it was all the inexplicably gravity-defying platforms from video games that inspired it.
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434
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Player / General / Re: HOLY SHIT GUYS, 2008!
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on: December 23, 2008, 11:24:43 PM
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In no particular order, 2008 was when,
I made four games, learned Flash ActionScript for one. Moved into a new apartment closer to my friends in the city. Met some crazy awesome new friends. Got some of my games mentioned on Indiegames and Bytejacker. And now TIGsource! Got a little fatter. Got bored at work a lot. (Probably contributed to the fatter thing.) Road Tripped to Portland. Joined the company Softball team, mostly to see a girl more. Asked same girl out, didn't work. Bought a new camera, filled up a Flickr. Grew a beard for the first time, then later just a goatee. Went back to clean shaven. Started learning how to make music with FL studio. Named the game "Chimps Ahoy" and won an iPod Touch. Some other stuff I can't remember now. Oh, also I voted for the first time, for Barack Obama. Entered a game for consideration at IGF. Bought a new bike.
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438
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Community / Townhall / POPGunner (and secret codes...)
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on: December 22, 2008, 09:36:32 PM
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Hi all, POPGunner has been complete for a while now, but for those that haven't yet seen it, here's an introduction.   Take command of a powerful prototype ship, the P.O.P. and try to save Earth from an invading horde of endless space villains! Use your ship's polarity orb to shield yourself from attacks, or launch it out and let it bounce back and forth crushing enemies! http://www.yoyogames.com/games/show/56967(This is my entry for Yoyo's current competition, and rating it would be a great help!) It feels about time to reveal the secret codes for it! Maybe it's the holiday spirit.  Here's how the codes work: On the initial menu screen, select CODE NAME, and a popup should appear for you to type a name in. These codes replace your name, and due to their nature will keep you from getting a high score. They can all be used at once, or in any combination. To clear all the codes you've entered, just type in a new, non-code name for yourself. These are all in caps. Invincible Ship: type in FALLINGSTAR Earth Meter never decreases: type in COMETDUST Replace Ship with Bomber Plane: type in STARBOMBER Fight the Yeti Boss (from Quest for Yeti): type in PLANETPLUTO Ship is Nude: type in SPACECOFFEE Just Boss Fights: type in SOLNEMESIS That's it! And just in case, here's an alternate download link: http://willhostforfood.com/dl.php?fileid=37754Have fun, and let me know what you think! 
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439
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Player / General / Re: Youtube HD + widescreen
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on: December 21, 2008, 12:07:50 PM
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Well, I am glad that they finally got around to letting you make videos without artifacts the size of Kansas. If those artifacts were any bigger, we'd have Indiana Jones plundering the website! Those artifacts were so huge, when they try to go for a run, it measures on the Richter scale!
Yo' Artifacts is so big, when she sits around the house, she sits AROUND THE HOUSE.
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