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148
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Community / Assemblee: Part 1 / Re: Artician's Artwork
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on: October 28, 2009, 10:03:14 AM
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I'd really like to see some more 3D assets. Right now there are more than enough sprites to make a 2D game, but there is not enough 3D content to make a 3D game.
The man speaks truth. Right now I think we've got like a humanoid type thing, a temple, and a pillar. Also one or two other things I'm probably forgetting. It's not much.
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151
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Community / Assemblee: Part 1 / Re: Rockin retro
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on: October 26, 2009, 05:30:58 PM
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Looping battle is really good, but it doesn't loop very well. Maybe it's just the half-second pause in my media player between tracks which is giving me that impression.
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153
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Community / Assemblee: Part 1 / Re: Oddball's small offerings
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on: October 26, 2009, 05:13:16 PM
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Hmm maybe a few spell effects and damage splashes (little things overlayed on entities being attacked for non-spell attacks) might be nice, but it looks pretty solid for the most part.
Also maybe some castle floor/wall tiles?
A trap-door or some partially broken floor tiles would also help for roguelikes or games with multi-floor dungeons.
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154
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Community / Assemblee: Part 1 / Re: READ ME!
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on: October 26, 2009, 05:10:09 PM
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It seems to have been agreed that format conversion is fine, even after the Part 1 cutoff. It's a technical distinction for game engines, not so much a functional one for listeners.
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155
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Community / Competitions / Re: I PROPOSE AN ANTI-ASSEMBLEE
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on: October 26, 2009, 04:47:31 PM
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Then the artists can do graphics while the programmers are programming.
When you put it that way it sounds so.. unoriginal. Isn't that what usually happens anyway? I propose that the artists program while the programmers do graphics. you don't want to see my art  Well, you really don't want to read my code  It shall be glorious! I suggest heavy use of Klick n' Play.
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157
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Community / DevLogs / Re: theme:rain (10 day game)
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on: September 28, 2009, 11:54:03 PM
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It's worth noting that I did play quite a lot of Bullet Time the night before developing most of this. But 2 seconds? Wow, maybe I didn't fix the timing thing after all. The ideal strategy seems to be to to use lots of diagonal movement and be very selective about what blocks you take out. I not a huge fan of having to always mash two directional buttons for normal movement, but I'm not sure how to fix it. I tried having the blocks come in diagonally, and it looked neat, but the motion seemed harder to memorize and predict, and I died a ton more. My high score is 1900, by the way. ;-) A huge chunk of the difficulty seems to come because it's in large part a fast-paced memory game. The other chunk is that it's impossible if you ram a lot of blocks at once. I may need to decrease the hitbox even more and slow the game down to make that sort of thing reasonably survivable.
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159
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Player / Games / Re: Obscure Indie Games
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on: September 28, 2009, 07:14:55 PM
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Only if there was always a floating link on the video that changed for each game. It's annoying to try to pick out the neat game based on a sequence in the video description.
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