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Community / DevLogs / Re: Leilani's Island
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on: August 08, 2022, 11:58:34 PM
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Great to see the milk caps in the game, Craig! I remember you talking about those a long time ago! It'll be interesting to see how the currency system goes. Balancing that type of thing can be a lot of fun, but also pretty tricky.
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Community / DevLogs / Re: You Have to Win the Game
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on: June 29, 2012, 03:46:05 PM
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This is cool, although I wanted to like it more than I did. I got [spoiler]a few orbs[/spoiler] but found myself lost and bored later on. There were a lot of points in the game where I felt I was waiting a long time for the objects to get out of sync, or just randomly pushing through sections until I got lucky.
There are a lot of one way sections in the game that didn't let me explore or experiment as much as I wanted to.
Nevertheless, I love the art and I think it's a great little game.
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Developer / Art / Re: RPG Menu & Dialog
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on: May 22, 2012, 02:26:55 AM
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Dragon Quest's GUI is really nice and clean. I'm a big fan of classic console GUIs with a limited amount of information on the screen. I can't enjoy 'western RPGs' because of the teeny tiny GUIs with lots of different information going on, such as those seen in Dragon Age and every MMORPG.
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Developer / Art / Re: RPG Menu & Dialog
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on: May 21, 2012, 03:12:06 PM
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Persona 3+4's GUI stuff is pure sex. I designed the user interface for Rollercoaster Tycoon 3, which was a massive task, and gave me a whole new appreciation for the task. It was interesting choosing which battles of implementation to fight, but also making sure that no-one tried to introduce conflicting paradigms into the controls or menus.  The most complex part was probably the Firework Show Editor, which worked a bit like Adobe Premier or Garageband.
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Player / Games / Re: Humble Voxatron Debut
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on: October 31, 2011, 02:01:53 PM
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All I can say about Voxatron: Binding of Isaac control scheme can NOT be unlearned  Should all games be the same?
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Community / Jams & Events / Re: Ludum Dare 20 Meetup, Cambridge UK
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on: April 14, 2011, 12:12:16 PM
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Hmmm... I'm quite tempted to come... but as an oldskool C++ coder, I don't seem to fit into these modern Flash/Unity-dominated LD48s so well... I've been learning a little bit of AS3 though - as soon as Flash Player 11 / Molehill goes live, I'll make an effort to get a decent framework together so I can join in with the web-based Ludum Dare action  Plenty of people still use C++! Just use what you're comfortable with!
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Player / General / Re: How important is Gay in Games?
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on: April 10, 2011, 11:25:45 AM
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A bigger question would be whether there's a good reason to exclude gay relationships. Sometimes there's a mechanically sound reason (relying on M+F parent units), and it also complicates but doesn't preclude having children. It's often worth having as many solid percentages as you can, but don't be afraid to simplify the simulation for the sake of your gameplay. I would generally implore you to try to capture sexual orientation, races and religions as much as possible, so long as it's practical. It'll probably be the benefit of the final product. act like gay people are the greatest thing since sliced bread. Especially when you spread butter on them!
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Player / Games / Re: Nintendo 3DS
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on: March 27, 2011, 04:31:59 PM
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I spent much of this weekend playing 3DS, even taking a trip into town to pick-up some Street Pass data. It picked up three people!
Nintendogs has impressed me much more than I had expected it to, and I've spent a good number of hours with my dog Stalin. I've also had the Street Pass data work with this game, linking up with other players so I can meet with their dog. It's really great to be able to do this sort of thing at my leisure in an asynchronous and effortless manner that mixes perfectly with your regular game experience. It has totally changed the face of online gaming in that respect. I've always been a proponent of asynchronous multiplayer, so it's encouraging to see it employed so well here.
Pilotwings is much better than I expected, especially after the middling reviews. It's certainly possible to beat many of the stages without too much difficulty, but getting 3 stars or perfect is an entirely different manner, and much more fun. I also read previously that the game was limited to three vehicles, which simply is not true. So, whilst it may not be everyone's cup of tea I'm thoroughly enjoying Pilotwings.
Oh, and 3DS battery is certainly limited, but the cradle is very sexy indeed. I'm glad to have a portable USB charger I can use on it.
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Community / Versus / Re: Mushrooms Hate Kaya [FINISHED]
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on: March 19, 2011, 07:57:55 AM
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Sorry, it's just that I've seen you post in a huge amount of threads, and though you mean well, I can't stand the tone you put off in the posts. Had to say something somewhere. That's okay, I'm sorry that I wasn't able to invest more time with each game, and it's a shame that I'm attracting your hostility for the hours I spent so far. I hope you and others are able to do the games a better service than I have.
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Community / Versus / Re: [FINISHED] Carniverse (24hr game): Odd carnival based something something
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on: March 19, 2011, 07:40:43 AM
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The game doesn't really make it clear whether you're succeeding or failing. We didn't know whether the cardboard people were targets or things to avoid, or anything like that. Player feedback is definitely something I spotted as being one of the biggest problems with multiplayer games, and regrettably the conditions for testing a group of compo games tend to be rather unaccommodating to any confusion.
Everyone had the controls flip over and/or get stuck in the scenery a few times, so that certainly dampened the view of the controls. Also, perhaps because we didn't know what we were trying to achieve, we probably played in a rather aimless and unsatisfactory manner which could project itself onto the reduced experience we did have. For us it was only about steering a vehicle.
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Community / Versus / Re: Mushrooms Hate Kaya [FINISHED]
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on: March 19, 2011, 07:35:34 AM
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We decided not to play it, in favour of the other 80 games, and previous negative experience with getting XNA (?) games to run on any machine, no matter how powerful.
It's okay to have an installer, it's just the only feedback we had from exposure to it. You're welcome to criticise the user (me) as being unfair.
Feedback is feedback.
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Community / Versus / Re: [FINISHED] Carniverse (24hr game): Odd carnival based something something
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on: March 19, 2011, 06:27:10 AM
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Well, the controls of the vehicles weren't very fun, and they easily flipped over. We liked the crate smashing, but most of it seemed typical of a Unity Terrain and very generic physics objects. The Mime Car got a chuckle, but mostly served to highlight the weird controls. We didn't have any problems getting the game to run, so this is definitely a plus. I forget whether we used keys or pads, but that wasn't much of an issue. Unpolished is okay, after all we're all used to ludum dare, but it would certainly help to be explicit if parts of the game are unfinished, just so we know what we're looking out for.
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