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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 06:10:11 PM

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1  Developer / Playtesting / Re: Flow [WIP] on: May 17, 2011, 06:07:33 PM
The UI is kind of clunky. It's hard to navigate using the minimap, and it's hard to move around by moving the mouse to the edge of the screen because the game is windowed. I couldn't find an option to turn on full screen.

It was also running at 12 FPS for me (with sparks, noise, blur and model picking turned off), which made things even slower.
2  Developer / Playtesting / Re: What is keeping you away? on: May 17, 2011, 05:44:28 PM
Here is a list of reasons I won't play your game. The list may sound harsh, but keep in mind that I cared enough to write it all up for you. Smiley

  • I'm not going to read anything before launching your game. No, seriously. You can't expect anyone to do this unless you're building a roguelike.
  • Your UI is unspeakably awful. Look at Starcraft or Warcraft or any number of other RTSes and rip off their new game lobby design.
  • You should either be able to add players before choosing the map, or you should be taken to a dedicated map selection screen.
  • Keyboard shortcuts are fine, but add buttons for everything.
  • This goes for in-game, too. Add a hud! It's very hard to get to grips with what doesn't look like should be a very complicated game.
  • Players shouldn't all default to the same team.
  • It's easy to miss the 'click here to set your name' thingie. Pop up a dialog box and ask the first time the game starts up (but not every time the game starts up!) if you don't want everyone playing your game to be named 'name'.
  • Chat messages appear off the side of the screen? The bubble, presumably containing the name of the player isn't fully visible.
  • It's not apparent how to exit the game. You disabled escape and alt+f4. I don't care what clever nonstandard keyboard shortcut you think I should remember; I won't. Few games are worth that. Forcing me to pull up the task manager to kill the extremely generically named (main.exe? Really?) process is not cool.
  • Your game is 150mb. That's not including the lone music track. All the sound effects are really blippy so they can't be taking up much space, and all the graphics are little sprites. You can fit entire novels into 1mb, so it's not your code. I am at a loss to imagine what on earth makes the game that large. I downloaded a random 30mb zip file, but you can't expect everyone to. Keep in mind that in a fast-paced game, there's a point past which nobody perceives much difference in quality. Having lots of people actually playing your game is more important than lossless versions of whatever assets are bloating that data file.

New video:



In that video, the game basically ended a minute and a half before the player won. There also wasn't much strategy. I watched some of the longer skirmishes also, but it just seemed like things randomly moving around and shooting at each other. There also seemed to be little variation in the way units were used.

So, yeah. Hope that helped!  Smiley
3  Player / Games / Re: Cave Story 3DS on: May 17, 2011, 04:40:35 PM
It'd be nice if it looked more like the concept art, but it looks good in motion. It was a little hard to tell the non-moving enemies apart from the level objects in the video, but the video quality was bad and the colors were washed out so that probably had something to do with it.
4  Community / Townhall / Re: Star Sky on: April 26, 2011, 03:38:20 PM
It... still looks like you're just walking across a field? And sometimes things happen, except when they don't. Presumably because your character was a jerk and flipped the sign to point the wrong way. Are choices the only gameplay mechanic?
5  Player / Games / Re: Megaman Legends 3 on: April 26, 2011, 02:35:38 PM
no it's not, they are totally different beast, MML is more gear towards "cinematic" and "loose" exploration in dungeon ... That latter criteria I think is what it you as better.

Also bad control layout but I side step the matter with emulator Well, hello there!

Megaman Legends is exploration/adventure-style gameplay with massive interconnected dungeons (something I wish the Zelda series would pick up). The Classic/X series is standard hardcore Capcom platforming. It'd be one thing if Legends was a decent 3D platformer, but it's not a platform game at all.

There's not really a clear comparison. They're both great, but about the only thing they have in common are (alternate dimension versions of) Megaman, Roll, and unlockable weapons.

And, yeah. Managing the manually controlled camera in Legends 1 was by far the worst part of the game.
6  Community / DevLogs / Re: Fight-em-Up (now with a demo) on: March 28, 2011, 09:39:04 AM
This is hard to play on a touchpad. Is there any reason the player would never want to not have their arm out punching? Or am I doing it all wrong by holding down the mouse button and swinging the arm around?

Edit: Congrats on the Ratfist mention today, btw. :-)
7  Developer / Playtesting / Re: Inside a Star-filled Sky on: February 20, 2011, 04:40:18 PM
The other thing I would love to see in the game is Bosses. I know one of the bullet points on the site is that the game doesn't have them, but I have a strong feeling that they'd work really well with the game. It could be an ability that was present on, say every dozen levels. Just an open area, and a larger creature with no abilities except high health (with no possibility to enter, or no way until its health was reduced), and a host of other 'satellite monsters' (which could be entered), with identical abilities and movement mirrored rotationally around the boss.

I like the idea of bosses, but I don't like the idea of fighting them; I have a hard enough time just keeping up with normal enemies. The game is pretty exploration based, so a boss that you could enter, but you couldn't enter any of the enemies inside might be another idea. Kinda like a dungeon, where you'd have to flip switches or something inside the boss and then escape before it exploded.
8  Developer / Playtesting / Re: Inside a Star-filled Sky on: February 18, 2011, 09:43:15 PM
This game is brilliant and I feel bad that I'm not really enjoying more.

I keep getting into situations where I'm stuck in a corridor with an enemy shooting at me, and no way to get past. Unless I go down a layer. Then I discover that the enemy is actually kinda crappy and all the powerups are really awesome. Clearly, it's time to modify a powerup. Things Happen and before I know it I'm in who knows what at level -4 with +26 difficulty and there's a danmaku boss convention in the wide open space right outside my little rabbit hole.

I don't know. It's a combination of having to keep track of everything you've done and the long corridors that don't leave you many options, and the stack-based powerup system. Despite having an absurd amount of control over the world, I feel extremely helpless.
9  Community / Versus / Sky Havoc - let slip the fog of war! on: February 01, 2011, 07:13:20 PM
Sky Havoc
Let slip the fog of war!

In a land floating high above the sky, mans are at war. Command your real time strategy and destroy opponent! Experience the fury of graphics that would melt your Commodore!



Features:
  • Dragons
  • Zeppelins
  • Mans
  • Floating islands
  • Towing islands
  • Destructible islands
  • Probably even multiplayer!

Everything you see here that image is rendered entirely in-engine. This is not concept art.* That's just how great my technology is. Pay special attention to the floating islands, the tow rope, and the dragon. My Blast Networking feature will allow you to play this game in faster than real time with people who might not be in the same room as you. It's amazing, I promise.


* This is totally concept art.
10  Community / Versus / Re: tigVs - shooty fighter? in flat shaded 3D,. . on: February 01, 2011, 06:49:55 PM
This is rather pretty. You make flat shaded 3D look really nice. :-)
11  Community / Creative / Re: P-XCEL - simple on-model texture editor [UPDATE v1.01] on: January 26, 2011, 09:30:28 PM
I got my model to load shortly after figuring out how to join all the vertices in Blender and make it one solid object.

I've painted it and exported it, but I'm having trouble getting it into Unity; it doesn't want to load it. It just says "Import FBX Errors: Couldn't import file C:\blah\blah\blah\model.obj".
12  Community / Creative / Re: P-XCEL - simple on-model texture editor [UPDATE v1.01] on: January 22, 2011, 04:46:06 PM
Whenever I try to add open certain simple models, I get the following error:



Here is one of the models in question
. I've tried building it in both Wings3D and Blender. The only thing I can think is that it doesn't like that certain vertices of the model don't touch?
13  Community / Versus / Re: Versus Competition: Rules on: January 20, 2011, 09:40:29 PM
I could make a simple 2D game, or I could take another crack at learning Blender and Unity. The 2D game would definitely get done, right?

I... I spent three hours modeling a partially complete low-poly zeppelin this evening. I haven't even created a Unity project for it yet.  Sad
14  Developer / Technical / Re: Chrome OS? on: January 04, 2011, 10:20:04 AM
flash only learnt to play nicely with Linux in recent years. I wasn't expecting Chrome Os to support it, but well I was wrong.

Flash still is pretty sub-par on Linux. Adobe actually put out a blog post saying that it was now a top priority after a bunch of Cr-48 testers complained about Flash performance in ChromeOS.

Don't 100% quote me on this, this used to be true but not sure if it is anymore, but is Adobe licensing flash for ARM?

It would appear so. Really, Adobe doesn't even have to license Flash; you can develop an alternate implementation and use it on ARM without paying them a dime. Unfortunately, Flash isn't the easiest thing to implement, so none of the implementations are 100% complete. Also, I heard something about the released spec missing parts? Not sure.
15  Player / Games / Re: Humble indie bundle - pay whatever you want on: December 16, 2010, 08:29:19 PM
What if it was 58 days - would you've been happy? or 5800 days - 10x as upset? Who is anyone to tell us what our release schedule should be? Seriously, what is your right??

No, it is clearly marked as a better than an "as-is" transaction. Not only are you getting the as-is current version, you're also getting ANY and ALL future updates. WHEN isn't implied or promised in any goddamn way, only that we are in fact planning on continuing work on it. That's the entire transaction, and it ends there.

This bullshit about us automatically owing a debt to the customer's "emotional investment" is so ridiculous that I don't even know where to begin. How about my "emotional investment" in my own time, life, and project? How about we call these debts even and cancel them out, ok?? It's a very generous offer on my part.

Shut up and listen, recruits! You're here because you bought the freaking unfinished game. Is that clear?! You will run and fly and shoot for miles across unfinished gameplay and crash unfinished rocket ships into unfinished AI in the unfinished blistering heat and the unfinished freezing cold AND YOU WILL LIKE IT!

When it gets better, if it gets better, you will enjoy untold benefits! At some point in the future, the freaking game you bought will randomly become more awesome! Is that clear?! Private, that was uncalled for! Drop and give me twenty!

---

So, Cortex Command seems like it might be pretty awesome. I need to buy a gamepad at some point and try some split screen multiplayer.
16  Player / General / Re: Posting Under Your Real Name- Why or Why Not? on: October 05, 2010, 04:59:17 PM
Honestly, I wouldn't have much problem using my real name on TIGSource. It's the everywhere else I don't want. The problem is that it's pretty much all or nothing everywhere on the public internet. If a connection is established between your real name and a screen name, say by a link to a personal website, it'll be indexed by search engines and anyone with a mind to can look it up.

And I like my pseudonym.
17  Player / General / Re: Sonic the Hedgehog 4: Episode I on: October 05, 2010, 04:50:50 PM
It's a video taken from a screen, you can see the curvature and other artefact (like the blueish hue) or maybe it's a filter that simulate that,
It's clearly a filter; you can see the screen capture program's "trial version" watermark.


But you can check earlier screen or video for better contrast. I would not say it's perfect (it's kind of vusually busy), same aspect are pure taste and opinion (abstract non abstract? to me it's a good interpretation) but it does show more care than sonic 4 visually (bland style which clash against each other).

That was the video I referred to. I'm not sure it does show more care than Sonic 4's graphics. There's a lot of detail, sure, but it's not very refined. You'll note that Sonic 4 has several areas like this and this and this where there's a high level of detail, yet still enough contrast that an observer can easily tell what's happening. Even in the hyper saturated first act, there's a lot of contrast.

Contrast or detail or whatever or not; right now Sonic 4 is just easier to glance at and pick out the important details.
18  Player / General / Re: Total Time Logged In (don't lie) on: October 04, 2010, 09:44:48 PM
12 hours 0 minutes

This thread seems pretty pointless. Maybe I'm in the wrong section.
5 days, 9 hours and 15 minutes.

Nonsense. It lets us know who uses tabs and leaves their browser open.
19  Player / General / Re: Sonic the Hedgehog 4: Episode I on: October 04, 2010, 09:38:07 PM



ON the topic of fan game that try to outdo sega. Some progress by a two man team.


Meanwhile sonic 4 (fancy cut trailers):



Is it bad that I think the graphics in Sonic 4 look a lot better? The contrast is kinda bad in that Emerald Hill trailer, and things aren't as abstract and stylized. Everything is in this blueish hue, and Sonic almost blends in with the background in places. It's harder to scan the screen at a glance and tell what's going on; the high level of detail works against itself, almost functioning as visual noise. (Although there were some earlier test trailers without the blue hue, and they were almost worse.) I'm not saying they can't make it work; just that it's not fantastic right now.

Ignoring debates about things like Sonics's run animation, Sonic 4 looks like it has a stronger visual direction. One more true to the (frequently colorful and saturated) classic games, in my humble opinion.
20  Developer / Playtesting / Re: Minecraft (alpha) on: September 19, 2010, 09:44:11 PM
Paragliders, you say? That would give me reason to venture outside my fort at night!


I'm batman.


Edit: Oh, man. I would build massive obsidian skyscrapers and gargoyles and streets and lay tracks everywhere for minecart "cars" to buzz around. When night comes, the city becomes full of crime and villainy. Seriously, it would be awesome.
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