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21
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Developer / Design / Re: So what are you working on?
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on: November 27, 2010, 12:19:04 AM
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[img] Would love some feeback on this.
That's some lovely looking stuff. I really enjoyed exploring the world and the battles, and I can totally see myself returning to it. Now the critical comments: - the main character's inertia didn't feel okay, faster acceleration and deceleration would be nice. - I guess I'm no friend to auto-regeneration. "Okay, I'll just park my character here, do the spring cleaning, walk the dog, rearrange my collection of stamps, and I'm back on full health". This, I guess, is one aspect of games where it'd be easy to create something original. Or there's always health power-ups from dead enemies or whatever.
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24
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Developer / Design / Re: So what are you working on?
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on: November 01, 2010, 04:14:04 AM
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are you gonna make it say it's filling the computer with porn?
procedurally generated pron, tell me more! sadly enough, I've only got procedurally generated platforming, now with enemies and collectibles.  Pron might come next.
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26
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Developer / Design / Re: So what are you working on?
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on: October 17, 2010, 02:11:31 PM
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I've got a parallax scrolling 2.5D thing for the thread (and I mean the .5 bit, but I'll leave it at that for now). As a result of today's crunch, it also supports dynamic lights.  Please don't mind the dragonflyey things.
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27
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Developer / Design / Re: So what are you working on?
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on: October 16, 2010, 02:30:03 PM
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@Ed: the Lords of Midnight bit made me sign in. Now I'm looking forward to it more than to Proteus/Nodeland.    (Is this flash? ...Judging by the flixeley font..?)
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28
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Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
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on: September 25, 2010, 01:34:19 PM
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from:to Make a game specifically for a single individual. Could be someone you love or hate or have never met or see every day. Maybe even someone who ain't alive any more. Maybe you want to tell them something or give them something to think about, or just something they'd enjoy. Could come along around Christmas time.
I like this a lot (didn't know about the allegro thing). Great potential for cathartic moments too.
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29
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Community / Townhall / Re: Probe L
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on: September 22, 2010, 10:47:02 AM
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I guess my post was a bit rushed; I hope it didn't feel too harsh.
Nevermind what I said about the friction; I've just realized that the left mouse stops the probe, which is quite a relief.
I loved what's at the end of world 1.
I've tried the later worlds and although the difficulty is a bit unforgiving (there is Hard Mode? D=), the powerups work well towards keeping the game interesting. On the difficulty note, though, I sometime felt that what I achieved in the game was more due to luck than skill.
That's all I've got to say; it was a really interesting experience, in the good way, and I'll be looking out for the sequel.
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30
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Community / Townhall / Re: Probe L
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on: September 22, 2010, 03:47:02 AM
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I've hardly started playing, I was compelled to pause to come back to comment: the music is bloody brilliant, and it helps create a great atmosphere.
What is this made in?
EDIT 1: controls. Unusual scheme; out of context it isn't bad or good, and I feel that the powerups work in a way of 'filling it up' (making it good).
I could not decide if it was better if the probe had some friction, i.e. didn't retain its speed if the mouse wasn't over a beacon.
One thing that should probably help getting used to the controls and provide some more feedback on what is going to happen is to draw a line between the probe and the cursor to indicate which direction is it going to move; if the cursor is over the beacon, make the line brighter / more visible.
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32
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Player / Games / Re: The Korean indie gaming scene is being trampled on by Korean law
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on: September 05, 2010, 03:57:21 AM
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And here comes 1 more.
- Even if game is NOT doing service inside Korean territory, must be rated!
Webgames as O-game / Travian / Tribal Wars were BLOCKED from Korea, because they had Korean language service. Their server was NOT in Korea, their payment system was NOT in Korea, but GRB blocked them all. (For Tribal Wars, got Korean publisher & rated and re-opened by them.) And due to that, GRB now attacks even Steam by Valve!
Oh, okay. Thanks for clearing this up. Still, I think and hope (at least for now, short of a better solution), that the South Korean Government doesn't have the resources to block out / attack EVERYTHING.
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34
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Community / A Game by Its Cover / Re: [AGBIC] Sandy Evolution [FINISHED]
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on: September 04, 2010, 09:36:34 AM
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Exactly; I just popped in to congratulate on finishing this great game. Although the art style isn't my thing, the fact that it was original and that it was backing up an enjoyably fresh game mechanic deserves props. The difficulty was right and the power-ups felt balanced too.
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35
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Community / A Game by Its Cover / Re: [AGBIC] Together Fight! : Friendly Hat Spirit [finished : rev1]
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on: September 04, 2010, 09:33:00 AM
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[...] I have a whole class of Kindergarten students who need to learn how to do everything.
 awesomeness UP! @Gyorgy: I'm still playing with the lives and the bonus life mark; I'll take another look at it. It remains pretty hard for me, too, so that's perhaps a bad sign.
I'm not one to talk about getting difficulty right, but it happened consistently, a lot of times that I already had sweat drops (the red coloured ones) rolling down my forehead, I had 40k-something points and 2-3 of my team, and bam, I died. As someone else said it might be a good idea easing up on boss 1's phase 3; it's not impossible but pretty hard to get between the boss' straight shots - I have no other angle to shoot at.
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39
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Community / A Game by Its Cover / Re: [AGBIC] Super Forester [FINISHED]
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on: August 31, 2010, 09:12:40 AM
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The best gorgeous graphics for a very unrewarding game.  I started off with an "OMFG!" and went to an "uh, okay then". The idea wouldn't be bad but the difficulty was a bit high up (or I suck at it -- I just noticed the walk over the pinecones mechanic) and there seemed to be no rewards for progressing.
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