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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 01:48:06 PM

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1  Community / Creative / Re: Games you'd like to make on: January 23, 2012, 04:14:31 PM
A diver on a tropical island spend he free time exploring a reef and finding interesting fish:
Ecco the Dolphin meet Tanakas Friendly Adventure, with maybe a splash of animal crossing when she isn't diving.
2  Developer / Design / Re: Shoot em up/RPG Hybrid on: January 23, 2012, 08:28:06 AM
Look into Engage to Jabberwock by Platine Dispositif. The site has been down for a while but the game is has plenty of hits on google.

It's Zelda more than an RPG but still worth disecting.

And on the mention of Armada as well, arena shooters more than pure shmups is probably the way to go. It lets you have a world map and dungeons with out trying to torture the genre conventions too much.
3  Community / Versus / Re: Sumo Wrestling, Tim Rogers Style on: March 07, 2011, 05:36:51 PM
http://www.swfcabin.com/open/1299545743

There you go. I was probably going to make the controls re-definable in the options menu. Though I am lazy and half assed so if you are working on one i'll just let you do it.
4  Community / Versus / Re: Sumo Wrestling, Tim Rogers Style on: March 07, 2011, 06:39:28 AM
So as a fan of sumo I was excited by this but it seems to have never happened. So I made one myself.

http://www.swfcabin.com/open/1299505935

I don't have sprites for the rikishi yet so go to options and click lofi, otherwise the dohyo graphic kinda makes the rikishi invisible.

but:
Left hand player: I/K for up down W/S to shoot.
Right hand player 8/5 for up down Up/Down to shoot.
5  Community / Versus / Re: Post Finished Entries Here! on: February 19, 2011, 05:34:33 AM
<div style="padding: 5px; padding-bottom: 0; float: left"><img src="http://img197.imageshack.us/i/ballinthumb.png/" width="300" height="200" /><p style="margin-top: 0"><a href="http://forums.tigsource.com/index.php?topic=17641.0">Ballin'</a>, by Magnum Opus</p>
</div>

______________________________________________________________



Ballin'
A turnbased game of 1v1 basketball with network and hotseat multiplayer
6  Community / Versus / Re: Ballin': turn-based basketball [v0.2-Networked-OSX/Win/Lin] on: February 12, 2011, 03:25:01 PM
Ballin' V0.2 Now with networked multiplayer.

The big feature is multiplayer, thanks to FinalSin whose code I raided to figure out how to use LUBE. This version also contains some transitional animations and some tweaks to the ball behavior.
7  Community / Versus / Re: Ballin': turn-based basketball [Now with Beta OSX/Win/Lin] on: February 10, 2011, 06:03:33 PM
Ballin' V0.1
Linux uses will need their own copy of LÖVE.

This is a game play complete beta. Networking isn't/may never be implemented but the game otherwise does everything I was planning on.
8  Community / Versus / Re: Ballin': turn-based basketball on: February 09, 2011, 04:10:45 PM
right now it doesn't really have a theme beyond basketball, I'm basically terrible at graphics&music so unless so kind soul would like to contribute some its going to continue with it's current theme of "bland".
9  Community / Versus / Re: Ballin': turn-based basketball on: February 09, 2011, 02:36:24 PM
http://www.fileswap.com/dl/6B2iIDDM/Hoops.love.html
*oops old link had a bad version
you'll need love, it's written for 0.7, don't know if it will work on earlier versions.

draw by holding the mouse

So right now it needs:
-Real graphics/sound
-Proper collision detection so that it's possible to score
-A better UI, with a score board
-Networking, bugger if I know how to do that though
10  Community / Versus / Ballin': turn-based basketball [v0.2-Networked-OSX/Win/Lin] on: February 03, 2011, 02:35:57 PM
Ballin': Turn Based Basketball


.love (requires LÖVE)
OSX
Windows

Ballin' is a game of turn based basketball, players take turns drawing freeform paths which are then followed simultaneously. The accuracy of shooting is based on distance to the hoop and opponent. THe strategy is to shake the defense and drive to the hoop.

Hot seat and networked multiplayer is supported.
11  Community / DevLogs / The Ballad of John Henry on: November 03, 2010, 01:08:57 PM
Okay so I decided to make cross between Bangai-O and Drill Milky Punch.
Right now I just have the movement finished but I wanted to see how people feel about the movement speed/ gravity. Does it feel to floaty, not floaty enough?

http://www.swfcabin.com/open/1288815575
here it is with basic enemy interaction:
http://www.swfcabin.com/open/1288817131
use arrows + z to punch, x jumps

If that opening sentence sounds promising I could totally use an artist too.
12  Developer / Playtesting / Super CattlePuncher Extreme 2* (alpha) on: October 27, 2010, 03:54:07 PM
so I've been fiddling around with this for the last couple days, since somebody suggested minigames as a compo idea:
http://www.swfcabin.com/open/1288220605
I'm thinking of adding a 4th level where you defend a train from bandits.
I dunno, does any body have any fun with it so far, and if so any suggestions for more stage-things?
note you have to ride the bull for 10 seconds to advance.


*Note: there is no Super CattlePuncher Extreme 1.
13  Developer / Design / Re: do High Scores matter. on: October 19, 2010, 04:45:11 PM
I really liked the high scores in project gotham because they were tangential to the actual goal. It felt more like the game was recognizing the fact that I was way more awesome than called for. As opposed to say any other racing game in the world where it doesn't matter if you limp across the finish line half broken .0001 second in front of the next guy or blaze in a minute ahead after a perfect run.
14  Community / DevLogs / Re: Between the Devil and the Deep Blue Sea on: October 15, 2010, 09:57:52 AM
Just a note, the boom on your sail is way too long. The center of effort would be way too far back in the boat as drawn. Should either be shortened up a bit or the mast moved forward.

I know it sounds kind of pedantic but to anybody that sails or sees a lot of sail boats, the current layout looks... off.
15  Community / DevLogs / Re: Tengoku game engine on: October 14, 2010, 10:48:05 AM
Hey if I posted a link here to the graphics editor would people be willing to test it?  I have no idea how reliable it will be in the outside world.  It would be so so helpful I would love you.

Yeah sure.
16  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: October 12, 2010, 05:40:29 PM
more specifically I just regexed
Code:
' [A-Za-z]* [c|C]ompo'
so it sucked up "to compo" which I then deleted before posting on the ground that it didn't look like an actual suggestion.

really I should have done
Code:
' [^ \t\r\n\v\f]* [^ \t\r\n\v\f]* [C|c]omp[e|o]'
to match things like from:to, X X compo and X X competition. But that would have required entirely more curating after the fact and still wouldn't have been comprehensive, but like hell I'm going to go through 1750 posts by hand.
17  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: October 12, 2010, 02:59:58 PM
adventure compo
advertisement compo
agbic compo
ai compo
as compo
assemblee compo
au compo
based compo
best compo
biggest compo
blithe compo
box compo
campus compo
canada compo
chainsaws compo
childhood compo
cleaner compo
collection compo
commercial compo
conspiracy compo
cop compo
corpse compo
cpb compo
cutesy compo
design compo
dick compo
die compo
different compo
dreadful compo
easter compo
educational compo
edugame compo
edutainment compo
ending compo
environment compo
existing compo
fables compo
famicart compo
few compo
fluids compo
folklore compo
franchise compo
generated compo
generation compo
generic compo
giveaway compo
god compo
gore compo
graphical compo
great compo
hatred compo
history compo
homage compo
if compo
ii compo
indiepub compo
jackson compo
life compo
loveletter compo
memories compo
men compo
meta compo
metafiction compo
mini compo
mockup compo
monochrome compo
mundane compo
mythology compo
obama compo
occupation compo
old compo
older compo
part compo
pcg compo
phase compo
philosopher compo
procedural compo
protagonist compo
report compo
romance compo
rpg compo
rules compo
screen compo
sequels compo
shark compo
song compo
stamp compo
team compo
today compo
tool compo
trailer compo
translator compo
unthemed compo
vsg compo
wake compo
want compo
weird compo
bingo compo
charity compo
controls compo
edge compo
hardcore compo
hotseat compo
lovecraft compo
many compo
movie compo
musicians compo
organic compo
output compo
past compo
poet compo
prevous compo
puzzle compo
reactions compo
real compo
screenshot compo
side compo
software compo
special compo
steampunk compo
style compo
successor compo
superhero compo
tale compo
think compo
token compo
tropes compo
two compo
upcoming compo
useless compo
valentine compo
wargame compo
whore compo
writing compo
adult compo
backwards compo
canadian compo
derailment compo
enemy compo
fangame compo
folktale compo
free compo
panel compo
short compo
show compo
demakes compo
every compo
graphics compo
minute compo
miyamoto compo
official compo
previous compo
stupidest compo
theme compo
vgng compo
demake compo
universe compo
cockpit compo
microgame compo
sim compo
sports compo
be compo
famicase compo
book compo
letter compo
boss compo

So just some quick data munging cause I was bored, this is a list of every use of the phrase X compo (with some obvious things like "a compo" and "the compo" removed) in the last 117 pages.
18  Developer / Design / Re: Ban bvanevery? on: October 10, 2010, 12:45:47 PM
It's apparently irrelevant now but for the inevitable future drama I recommend http://custom.simplemachines.org/mods/index.php?mod=1327 it is (or was, it's a couple years old) a mod to limit a single user's posts per pay.

It's less extreme than banning but in the case of people like Bvan, where it's the troll/user is already hanging out mostly in a couple threads, a per day limit of say 10, won't stop them from responding (though when they do it'll be giant wall o text) but it gives the rest of the users some breathing room to have the actual discussion.
19  Developer / Technical / Re: Is there interest in a cross-platform PC+smartphone framework? on: October 06, 2010, 11:40:34 AM
There is no such thing as too many linux compatible cross platform game libraries.
20  Developer / Design / Re: emergent gameplay is a lie on: October 05, 2010, 02:16:23 PM
But I thought you said that the real world had Nth-order gameplay (and by that, do you mean arbitrarily high order or infinite order or something else?).

clearly he means Avagadro's number. Reality is 6.0221415× 1023th order.
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