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121  Community / Assemblee: Part 2 / Re: 999-in-1 Art Games on: December 12, 2009, 04:18:36 PM
RONG!
An art game is a pseudo game (doesn't need to be actually a functional working game) that is frequently interrupted by stupid text who tries to give moral lessons and a sad ending.

Hand Point LeftMy Word!Hand Point Left

Well if it isn't the definition of the year.
122  Community / Assemblee: Part 2 / Re: Space Garden Punchonaut [gameplay demo] on: December 12, 2009, 04:14:05 PM
the first gameplay demo is out. the difficulty (minimum number of vegetables to be matched to score) and complexity (number of vegetable varieties) levels are fixed at 4 / 5 respectively.

controls:
LEFT - left
RIGHT - up (no, it's right)
A - jump
S - punch (use it on landed vegetables, you can push a single veg, or shift a group of them  in the direction of the punch)
D - pull (hold down to pull the closest falling vegetable towards you)

M - music pause / resume
F - FPS on / off
123  Community / Assemblee: Part 2 / Re: Space Garden Punchonaut [new screenshot] on: December 12, 2009, 11:50:58 AM
Ooh, someone's using my stuff. Smiley
'cause it's awesome.  Hand Thumbs Up LeftNoir

This one looks very interesting, I'm a fan of both puzzle games and platformers, can't wait to see what'll come out of it! I don't have the slightest clue how platforming will be incorporated, looking at the screenshot you provided, unless it'll be something like Eggo Mania. Smiley Definitely gonna keep an eye on this thread!

I'm glad you like it, it's not so much EggoMania than Wario's Woods (which it isn't very much either... anyways).

I'm about to post a playable engine demo this weekend, I just have to round it up a bit. On that note, if any of you guys want to be credited in your civil name, please pm it to me.

Cheers!
124  Player / General / Re: Myers-Briggs on: December 12, 2009, 11:35:52 AM
INTJ v2.0

Quote
Introverted (I) 61%   Extraverted (E) 39%
Intuitive (N) 64%   Sensing (S) 36%
Thinking (T) 55%   Feeling (F) 45%
Judging (J) 59%   Perceiving (P) 41%


More intuitive and less thinking than I ...thought.

And definitely more balanced.

Ready.
Pixel 0F
125  Community / Assemblee: Part 1 / Re: Patrick Alexander - Cute tunes! and Bold Announcements! on: December 11, 2009, 07:12:43 PM
61 - Oh, fuckberries!

I sure as shit won't feature fruits in my game AND leave this sample out.

EDIT: also available now as a lovely title.
126  Community / Assemblee: Part 2 / Re: Space Garden Punchonaut [new screenshot] on: December 10, 2009, 12:56:10 AM
New day, new life.  Yesterday I had to redo almost the whole bloody game from scratch because things got VERY messy.

I also realized that I suck at animation( logic)s. I wonder what the hell stuff like GM and MMF use to handle these action based animations, cause it must be a friggin' bliss. Of course, google is my friend (and so is yours), and I've found an antedeluvian article (from 1995(!)) on action based animations, must be of interest to others like me.

It did help a lot, so thank you, Diana Gruber.



Hello this is Pencerkoff

Very good use of those fruits and veggies.  I hope you take the retarded eggplant and do something funny with him in the gameplay, like he randomly explodes or something.

It's also nice to see a puzzle game out there, these rouge-likes are giving me cancer.

-PENCERKOFF

Thanks. Cheesy
127  Community / Assemblee: Part 2 / Re: Tree-hugging goodness on: December 10, 2009, 12:43:21 AM
I do love the concept, kind of a mix between Necromancer (C64) and Horde (...and a rougelike).

I'm looking forward to what comes out of this. Good luck!
128  Community / Assemblee: Part 2 / Re: Space Garden Punchonaut [new screenshot] on: December 08, 2009, 12:19:38 PM
I don't even like Tetris that much, and this looks cool. "Punchonaut" sounds like the best kind of naut to me.

also, maybe this is just me, but the transparent teal playfield could stand to be a little bit brighter, or possibly have an opaque frame around it, so we know where the fields ends are, you know?  Wink
Hey, thanks! Coffee And also for the highly awesome vegetables.=) I wonder what use did you have in mind for them?=)

I'll build a proper 'frame' around the playfield, using someone's tileset, I just wanted to get the game mechanics done. I guess I'll still keep the transparency thing.
129  Community / Assemblee: Part 2 / Re: Bitworld on: December 08, 2009, 11:56:44 AM


It does look more auldeschool. And the video is ace. Don't change the walk animation!=D
130  Community / Assemblee: Part 2 / Re: Space Garden Punchonaut [new screenshot] on: December 08, 2009, 11:52:05 AM
bump. I've managed to do oodles today. new screenshot, not very different, you know this kind of game.
131  Community / Assemblee: Part 2 / Re: bitchtits on: December 07, 2009, 05:45:41 PM
(Title subject to change)

don't even.
132  Community / Assemblee: Part 2 / Re: Project X on: December 07, 2009, 05:42:48 PM
you can slap a cowboy hat and revolver onto anything to instantly westernize it

Cheesy that's growing into a signature that might be hard to escape, man.=)
(I loved your shotgun girl sprite, and if I wasn't aiming for something simpler in terms of gameplay, I would have went with that.)



In the meantime, have some more

.
133  Community / Assemblee: Part 2 / Re: Space Garden Punchonaut on: December 07, 2009, 05:34:21 PM
0 google results for "tetroidvania". I think you're on to something special.
 
Who, Me?



I've implemented the colorkey -> OpenGL transparency stuff (as of now, only for RGB images), which is yayness. (I've killed OS X only twice, corrupting the video memory.)

Right now I can't resist the temptation to post a screenshot. And have some sleep.
134  Community / Jams & Events / Re: TIGJam UK2 - Cambridge, 15th Jan 2010! on: December 07, 2009, 03:28:02 PM
Hmm I was thinking of going to the Travelodge or something. Hostels aren't really my thing unless it's a single room. Or is that not very indie? Smiley

Travelodge is borderlining with unindie (in a good way), yes. I wouldn't however dare calling myself indie sporting an en suite shower room and toilet.




...GentlemanHand Thumbs Up Right


EDIT: that and Durr...?
135  Community / Jams & Events / Re: TIGJam UK2 - Cambridge, 15th Jan 2010! on: December 07, 2009, 02:23:03 PM
As it stands now there are a bunch of people who'd like a group room in the hostel but nobody setting one up.

I'd do it, but I can't responsibly do so until 28th December and it might be a little late then. But yeah, if nobody has until then I might just do that still.

I'll look into doing it, then. It worked great in Berlin.
136  Community / Jams & Events / Re: TIGJam UK2 - Cambridge, 15th Jan 2010! on: December 07, 2009, 02:05:25 PM
I can probably go so I got a ticket!

I get a ticket, that way I will have little to no chance of not going.=)

I'm also up for a group booking.
137  Community / Assemblee: Part 2 / Re: Steel Fist of the Lonely Plains on: December 07, 2009, 01:49:08 PM
it's full of awesome. love the title, love the premise.

GO! Coffee
138  Community / Assemblee: Part 2 / Space Garden Punchonaut [FINISHED + post-compo OSX version added] on: December 07, 2009, 01:03:52 PM
SPACE GARDEN PUNCHONAUT
Current version: v1.00a
Final compo version v0.96a
(GameJolt Quickplay ready + downloadable for Win32 & OS X)

Entering PopCap country in 3 -- 2 -- 1.



It's a Tetroidvania, basically (with not a whole load of emphasis on the vania bit), written in C++ / SDL / OpenGL / XRhodes.

Using assets by:
so far. More to come.

Day 1:
- object hierarchy
- animations
- framework debugging
- visual tweaks and much procrastination

Day 2:
- matchmaking logics complete
- scoring system doesn't make me unhappy
- hurrah! we can now colorkey RGB mode images.

Day 3:
- random selection of n vegetable sprites (based on difficulty)
- new HUD layout including next vegetable
- platforming action implemented!
- animations reimplemented
- player character and some of its abilities is done
- difficulty progression and scoring feels okay
- text messages about game events
- screen rumble
- conversion of palettized mode images to OpenGL textures with transparency
- singularities!

Day 4:
- killed prototype; that's mostly everything except for the visuals (Explosions, GameMessages). The reason for this is because I've needed a more robust approach to the movement of the vegetables, collision handling, and animation handling. I've started to build stuff up from the platforming side. The collisions and the animations now work perfectly. The rest will have be copy-pasted, but I expect blood splatters.

Day 5-6-7-8-
- collision detection fixed
- animation fixed
- player interactions fixed
- lives and dying done
- SPOILER added
- credits roll added
- variable difficulty and complexity added
- new HUD
- demo numero uno

Days 9 - 12
- not a whole lot of time for updates, however the game is still ON.
- implemented a bonus system, where you collect coins and can get different events (singularity, time freeze, extra life, and whatever else I can think of until deadline).
- sound effects, baby!
- preparing the code for the implementation of the two player cooperative mode.
- small tweaks

Days 13 - 26
- cooperative multiplayer implemented.
- some bugs swatted, including the ominous texture loading one.
- intro, title and credits states implemented
- main menu with settings; music and sfx volume, windowed / full screen modes
- pause / unpause

Day 27
- fixed music volume bug
- fixed landing on falling vegetables bug
- fixed speed / framerate bug
- added config file and config save/load functionality
- play area size is smaller

Day 28: v0.93a
- got highscore table!
- got tile frame around play area!
- tuned rumble effect
- SPOILERS' fadeout fixed
- further adjusted timing -- only 180 updates per sec.
- play area back to normal. spawn frequency increased. some initial vegetables added.

Day 29: v0.94a
- revamped bonus system, then tweaked it for some more (the chance for getting coins now depends on the number of vegs cleared off simultaneously)
- tweaked the color of the bonus coins and the transparency on the vegetable tiles.
- added a surprise bonus event
- revamped the tractor field, then tweaked it for some more (shorter delay, delay depends on the horizontal distance of the closest veg).
- fixed Chasers' fadeout and added an explosion to indicate Chasers' expiry.
- put SGP up on GameJolt.

Day 31: v0.95a
- abolished complexity option. complexity is fixed at 7. highscore format is changed to reflect this.
- some minor tweaks (mostly on the framework side; resource management & c.)

Day 32 - 35: v0.96a
- XRhodes' texturing model has been destroyed and recreated in favor of a more robust and faster approach.
- main menu bug fixed.
this is the final release before deadline.

Day x^2: v0.97a
Bezzy suggested wall jump and animation of the punched vegetables to indicate how they move into their new positions. It is done! (OSX version to follow soon.)

TODO:
- got a few bugs and anomalies left to fix. these are not very annoying or inconvenient, but still.
- internet highscores?
139  Community / Assemblee: Part 1 / Re: Pixel font on: December 04, 2009, 08:08:44 PM
Looks like a  thicker version of the Edge font.

That's one sinister name in the world of indie. For anything.

Also, that  Gentleman thing seems to sport a thicker version of a prehensile, gloved penis.

But I digress! Great font.
140  Community / Assemblee: Part 1 / Re: Skulls and stuff (random + tiles) on: December 03, 2009, 03:08:31 AM
@Arachne. if you don't mind, I've arranged the astronaut sprites into a 24x24 grid and added transparency (the background color is still death pink, it should work for those who can't support transparency -- let me know if it doesn't work).

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