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41
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Developer / Business / Re: First time on a panel at a seminar..
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on: March 06, 2013, 09:12:19 AM
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Is this a comic book seminar? If so you should prepare to answer a bunch of simpleton generalised questions like how did you mak gam and wat is sprite.
It's actually at an Arcade Expo. It sounds like I should still bone up on answering basic questions though. I've read "Racing the Beam" to prepare.
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43
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Developer / Business / First time on a panel at a seminar..
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on: March 05, 2013, 08:05:31 PM
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So, I'm on the panel at a seminar. I have no idea what that means.
I created a video game based off of a fellows comic book. The hour long seminar is about the process of "pages to pixels". The main speaker is the comic book guy. As the developer of the game I'm on the "panel".
Is there any info about how seminars like this work? What's expected of a panel member?
Thanks in advance for any pointers!
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44
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Community / Townhall / Re: M.M.S.B.C. II (Atari 2600 Homebrew)
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on: February 27, 2013, 03:14:49 PM
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Sorry for the confusion. It looks like I was unclear giving attribution for this game. The Atari 2600 game is made by me (including art, music and game design). Ricky Henry makes the comic book the game is based off of. Chad Schoettle is the lead artist on the comic.
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45
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Developer / Playtesting / Re: M.M.S.B.C. II (Atari 2600 Homebrew)
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on: February 27, 2013, 03:12:36 PM
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Looks like I worded the attribution for this game wrong. I developed the game and made the music, art and game design personally. Ricky Henry made the comic book the game is based on. Chad Schoettle is the lead artist on M.M.S.B.C. the comic book.
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46
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Player / General / Re: What is your immediate emotional response?
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on: February 22, 2013, 12:35:00 PM
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There's nothing eventful about a dog howling at another canine howling.
The empathy is weak in this one.  Not at all. But, when given the bland presentation and generic nature of the video it failed to impress. Weak presentation generates weak communication between artist and observer.
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49
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Developer / Playtesting / Re: M.M.S.B.C. II (Atari 2600 Homebrew)
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on: February 17, 2013, 08:04:10 PM
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I'm digging the retro look and feel of your game from the screen shots, although I can't tell what the game is about from the screenshots (and the description). Do you have a video of the gameplay?
Sounds like that should be on my to-do list. With Atari 2600 games the instructions and playing of the game is what it's about. They're just that simple  Please try the game!
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50
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Community / Townhall / M.M.S.B.C. II (Atari 2600 Homebrew)
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on: February 16, 2013, 08:01:28 AM
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M.M.S.B.C. 2 for the Atari 2600 is the work of Jason Santuci. M.M.S.B.C. the comic book is copyright BIT"POP by Ricky Henry and Chad Shoettle.New game for your old 2600! Got the ROM download at AtariAge plus project details: http://www.atariage.com/forums/topic/207626-mmsbc-2-done/Alternative download link: http://sdrv.ms/UnVURHSince this is a real Atari 2600 binary an Atari 2600 emulator is needed to open and play it. Use Stella for Great Justice http://stella.sourceforge.net/downloads.phpFeedback section is here: http://forums.tigsource.com/index.php?topic=31612.0This is a two player cooperative game. The objective is to rack up as many points as possible - which also means both players surviving as long as possible. RESET will reset game. SELECT will toggle between 3 difficulty levels: NORMAL, HARD and MANIAC. Each players FIRE button will launch a laser. Once a salvo has been launched no additional lasers can be fired from your ship. Lasers will damage and pass through enemies. Each player has a shield bar at the bottom left (player 1) and right (player 2) side of the screen. If too much damage is taken from collisions with enemies or fire then the player will be forced to land. Landing reduces the cities morale (topmost status bar). If morale drops to zero the game is over. At certain periods during the game a boss will appear shooting fireballs. Once the boss is defeated gameplay will resume at a higher difficulty level. Enemies: SPACE BUNNIES Four mutant space "bunnies" will march forward intent on invasion. COMETS Space debris and evil satellites will shoot forward seemingly intent on harshing your mellow. FIGHTERS A duo of space mutants press forward whilst tactically diving or retreating unexpectedly. SPACE PICKLE The leader of the fleet. Will strafe the players while occasionally attempting to ram them. Launches fireballs and warps around the screen. When hit teleports to a new location.
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51
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Developer / Playtesting / M.M.S.B.C. II (Atari 2600 Homebrew)
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on: February 15, 2013, 07:48:19 AM
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M.M.S.B.C. 2 for the Atari 2600 is the work of Jason Santuci. M.M.S.B.C. the comic book is copyright BIT"POP by Ricky Henry and Chad Shoettle.This is a two player cooperative game. The objective is to rack up as many points as possible - which also means both players surviving as long as possible. RESET will reset game. SELECT will toggle between 3 difficulty levels: NORMAL, HARD and MANIAC. Each players FIRE button will launch a laser. Once a salvo has been launched no additional lasers can be fired from your ship. Lasers will damage and pass through enemies. Each player has a shield bar at the bottom left (player 1) and right (player 2) side of the screen. If too much damage is taken from collisions with enemies or fire then the player will be forced to land. Landing reduces the cities morale (topmost status bar). If morale drops to zero the game is over. At certain periods during the game a boss will appear shooting fireballs. Once the boss is defeated gameplay will resume at a higher difficulty level. Enemies: SPACE BUNNIES Four mutant space "bunnies" will march forward intent on invasion. COMETS Space debris and evil satellites will shoot forward seemingly intent on harshing your mellow. FIGHTERS A duo of space mutants press forward whilst tactically diving or retreating unexpectedly. SPACE PICKLE The leader of the fleet. Will strafe the players while occasionally attempting to ram them. Launches fireballs and warps around the screen. When hit teleports to a new location. ROM can be downloaded in the first post at AtariAge: http://www.atariage.com/forums/topic/207626-mmsbc-2-done/Here's another link: http://sdrv.ms/UnVURHSince this is a real Atari 2600 binary an Atari 2600 emulator is needed to open and play it. Use Stella for Great Justice http://stella.sourceforge.net/downloads.php
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53
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: November 20, 2012, 09:44:03 AM
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Okay, cause I was a bit worried I'd have a useless engine on my hands. Welp, I'm working on the first stage now, I just hope I don't have to tweak it later because of not knowing the collision size I'll need.
If your canvas is variable can't you recalculate the bounding box size at runtime? Also, thinking about snatching Spread Fire but since the check in/check out page is outdated I know not whether someone else has taken it.
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: November 15, 2012, 11:25:25 AM
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I noticed recently that the guidelines say we're only supposed to use executable files. Are jar files exempt from this (due to the fact that they can also be double clicked and run easily, or will I have to convert it to an exe file?
I'd assume it's not only a convenience thing (not everyone may have Java) but also how the Action 52 OWNZ launcher works.
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55
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Community / Sports / Re: Sports Competition: Rules
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on: November 14, 2012, 02:24:57 PM
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Gawd. Sports.. sigh.
I hope someone bends the rules until it hurts. Something like a game based on indie game contests. One must pick up bits of code whilst avoiding work, school and family members. Towards the end things like not submitting the correct game entry template will set you back to square one :p
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: November 14, 2012, 10:28:46 AM
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On-topic: I'm pretty sure that we're only supposed to be doing the NES ones, but nothing is stopping you from remaking one the Genesis games on your own.
Off-topic: I really should stop procrastinating and start working on Fire Breathers...especially since I already have most of the basic coding I'll need from other projects...
Yeah, I got the procrastination bug myself. I just thought it would be cool if we could do the Streemerz thing where the remake was made BACK into an actual NES game. Except this time on the Genesis. I messaged L to get permission to port/remix his remake of Star Evil but haven't heard back yet. I realise no one is stopping me but the question was: what would make a good port back to the Sega Genesis?
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58
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Community / DevLogs / Re: Gnuberub's Sojourn
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on: November 06, 2012, 11:46:31 AM
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Haven't updated in awhile. Instead of a parody of Divine Sealing I went for an original shooter with overworld called Gnuberubs Sojourn. Game description is on the first post. The most recent progress has been integrating the sound effect engine. While the FM chip is cranking out tunes on 6 channels the z80 is used for a single digital sound effect. Even though I only get 8 bit mono 16000hz out of it laser blasts and explosions don't sound bad. Can y'all guess where that disclaimer's from?   
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59
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Community / Competitions / Re: Legal question - game competition
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on: October 09, 2012, 12:23:30 PM
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Pachinko Parlors in Japan dispense tokens when you win. Those tokens can be used to obtain prizes. No money is exchanged for winning.
Same deal here. How and when you pay for the prize doesn't matter. As long as you don't give out cash for winning. The prize is a "gift"
That being said. I too have no legal knowledge.
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60
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Community / Competitions / Re: 3x $1000 YoYo Games Steam Competitions
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on: October 09, 2012, 09:07:52 AM
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I'm just going by my interpretation of the information posted here but one winner competitions don't sound fun at all. I've even had slight misgivings about contests with 1rst-3rd place only. I really liked the TIGSource contests as I could see how well I placed - even if I wasn't skilled enough to get 1rst-5th.
Even still, I'm weary of YoYo Games antics. I've seen message censorship on their YouTube channels. I've seen the PSP version go from homebrew dream to select developer only. Not a way to instill loyalty in indie developers. Oh, and there's also the weirdness of their EULA.
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