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Pages: 1 ... 4 5 [6] 7 8 ... 37
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106
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Developer / Art / Re: ASCIIPaint
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on: September 01, 2010, 08:57:41 AM
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this is actually a game I've wanted to play for a very long time - a roguelike where you play as a wild animal and have to survive to mate and foster a new generation. Detailed injuries (with accompanying visual guide) and the ability to gradually evolve, gaining new traits like horns, platy flesh armor, large claws specialized for digging, etc. Play as an Herbivore, Carnivore, Insectivore, or Omnivore, a biped, quadruped, or serpent, a reptile, mammal, amphibian, or ave. You'd also be able to switch between your senses so if you have horrible eyesight switch to hearing and you'll echo-locate, or to feeling and you'll sense vibrations (given that your senses are good enough to do either of those). man, I want to play this game.
Hm. This might be an interesting extension to what I did with Family Genom.
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107
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Developer / Art / Re: ASCIIPaint
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on: August 31, 2010, 06:11:37 PM
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I think I exaggerated. C64 charset:  I will work next on integrating code page 437 to the charset you have there for a decent PC charset. EDIT: Here.  Also, a study towards a racing game. 
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108
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Developer / Art / Re: ASCIIPaint
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on: August 31, 2010, 03:12:17 PM
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Melly's has prettier graphical tiles, though. I don't know where he got his from.
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109
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Developer / Art / Re: ASCIIPaint
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on: August 31, 2010, 02:38:35 PM
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Halfway done. C64's PETSCII leaves a lot of characters open, so I've been filling them with characters from other C64 games.  edit: nevermind, I found a huge resource of commodore characters so I'll be rehashing this
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110
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Developer / Art / Re: Hall of Fame for Games Featuring Outstanding Pixel Art
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on: August 31, 2010, 08:27:37 AM
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As earlier mentioned, The Metal Slug series have fantastic animation and pixel art. In my opinion they're easily the best-looking games out there.  While I agree, that crab bot is a pretty bad example. Look at those fucking ugly arms and especially the pincers. Dear god I agree that the arms aren't nice, but the pincers look decent. It's just the rotated jagginess that bothers me, and the animation on the back finger. Could it be that the artists were trying to emulate depth of field by leaving them blurry like that?  It's likely that they've just scaled and rotated the sprite a bit so the limb moves fluidly.
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113
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Player / Games / Re: Tale of Tale's "Over Games" Presentation
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on: August 27, 2010, 09:01:50 AM
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OK, for those of you in the audience that can't keep track:
1) Games are not art 2) Videogames are not games 3) Indie games are not videogames
With this information, who was in the third train car and who owns the goldfish?
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115
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Player / Games / Re: Goblin Camp
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on: August 19, 2010, 03:36:13 PM
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There are people that implemented 3d viewers based on reading DF's app memory directly. All Toady needs to have a decent interface is open the graphical code.
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117
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Community / DevLogs / Re: Project Ludiverse
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on: August 19, 2010, 01:43:05 PM
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An example of how this allows for procedural creation - randomly generated flowers:
VY89DsIwDIXj9KU/QSoVdOYOdERdWFgYOQEtFStSCxIjcJoegINwDTZWJFSSuCBQJMt+/vzsRGPSA4qa465C6JV6RVFdVRtVblW5VmXhNQSB062duyBIk0AgtSIM0XXdFUuhDlNbSwChKTJbaCwwYTp0tMDF4C6wLGKWzROqyDyvgEjYR0P/j57v7cwFlrWTye5/wmcjZ8UGnDrS70nfYKkM6n0RKdeQMX8hR24aydfv8Vlt8o7+DrVXjWRqO6/+0BjJD/0G
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120
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Player / Games / Re: Goblin Camp
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on: August 17, 2010, 11:22:59 AM
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A whole shitload of people would play dwarf fortress if it hadn't made every wrong decision possible when implementing its interface. But the forums are like "hurr no ascii is awesome" so good luck trying to convince anyone of that.
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