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Pages: 1 [2] 3 4 ... 37
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21
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Player / Games / Re: Witcher 2
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on: May 19, 2011, 08:41:01 AM
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They`re good, but everyone looks really angry that they're having sex.
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22
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Player / General / Re: girl game designers...
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on: May 17, 2011, 04:34:27 AM
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when I think this thread can't get worse you guys prove me wrong
every new page is a view to new and exciting oceans of horrible
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24
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Player / General / Re: girl game designers...
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on: May 10, 2011, 11:29:52 AM
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I have another challenging question!!
If men and women are truly equal to one another, then why is it more controversial for a man to hit a woman than it is for a man to hit another man?
if men and women are truly equal to one another why can't I breastfeed my baby
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25
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Player / General / Re: girl game designers...
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on: May 09, 2011, 11:51:28 AM
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You go and create a family with woman-formerly-man, then. I know I wouldn't be able to.
WELP at least you already know what your son will be bringing home
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27
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Player / General / Re: Indie Island
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on: March 29, 2011, 06:22:32 AM
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Indie Island would be halfway built and then people would give up and go do something else. and DROWN
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29
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Developer / Playtesting / Re: Pragmatica - A robot-programming puzzle game
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on: March 01, 2011, 09:10:54 AM
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Very nice. A couple of things though:
- Why do I have to click on the programming screen to program, then right click out of it? That seems extraneous. - It would be really nice to have the options for a condition/action where they can be all seen at once, instead of having to click the left or right button a dozen times until I find the proper one. - Having programs 1, 2, 3 and 4 for robot batches 1, 2, 3 and 4 is a bit confusing. Maybe change one of those to A, B, C and D?
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33
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Community / Versus / Re: Demipong
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on: February 08, 2011, 03:10:45 AM
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Yeah, I turned them off temporarily to make sure network play is working.
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34
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Community / Versus / Re: Demipong
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on: February 07, 2011, 09:15:32 PM
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Added tentative networking mode. yes it is very laggy but the idea is to not let it affect gameplay TOO much.
to play network you choose NETWORK, give the code to your friend (or take his) and then click CONNECT.
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36
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Developer / Business / Re: Our game ripped-off and ported to iPad
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on: February 02, 2011, 10:28:08 AM
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Publishing your game for iOS from the start would completely preempt cloning attempts.
And if you didn't wear such a short skirt around town you wouldn't have been raaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaallied against.
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37
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Developer / Business / Re: Questions About FlashGameLicense
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on: February 02, 2011, 10:26:25 AM
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My game's been in FlashGameLicense for three months with no new bids (aside from a bid for $300 which is more charity than actual business), despite carpet mailing nearly every sponsor in existence. I'm pondering removing it and leaving the sponsor model altogether, they're clearly not interested in my stuff.
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38
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Player / General / Re: Global Game Jam - 2011
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on: January 31, 2011, 11:15:12 AM
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To be frank, I hated it.
I got stuck with a gigantic team (like 8 programmers and 3 artists), most of which were really green at the game making thing - it felt more like amateur night than a "jam".
We ended up with a game where a monkey runs down a road and unlocks some cages with animals. There are no enemies. I don't even feel like linking the thing here.
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39
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Developer / Design / Re: H.G.Wells, Game Designer
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on: January 27, 2011, 10:19:16 AM
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oh yes, because no one would refer to a girl that does not like board games as stupid in 2010. Truly we live in an enlightened age.
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40
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Community / Versus / Re: DungeonCraft <- temporary shit title
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on: January 26, 2011, 03:55:55 AM
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I've had ideas like this forever.
For the "solvable" issue, I had imagined two solutions: - You have to solve your own level once before it's saved - You only start getting wins after at least one person solves your dungeon
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