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1411365 Posts in 69352 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 02:52:53 AM

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161  Developer / Design / Re: What features would you remove from modern games... on: September 17, 2011, 09:10:30 PM
162  Community / DevLogs / Re: Operation Wonderful (code name) on: September 11, 2011, 01:17:05 PM
this is incredibly creepy, excellent!
163  Community / Creative / Re: Games you'd like to make on: September 11, 2011, 01:05:57 PM
one that I keep in the back of my head is a FPS with the attitude and speed of Doom, mixed with typical late 80's early 90's arcade game aesthetics, rail shooters, third person shooters, etc.  Kind of the over the top and generic you VS an army of cybernetic-cyberpunk-scumbags-and-military-heavy-equipment-gone-rampant-in-the-heart-of-violent-city-set-to-explode.  Giant explosions, powerups, smartbombs...

The main goal for the FPS aspect would be being able to dive and roll, quickly scale obstacles etc with very fluid controls.  Kiss 

I guess there is a chance it could be third person, but I still have a strong desire to do FPS games that rethink how first person shooters can be.
164  Community / DevLogs / Re: PROTEKOR - arcade action puzzle game on: September 11, 2011, 03:59:04 AM
BUMP.  I'm back on this project for a bit, still working on MOBD, but I want to finish this up, at least that is my mood at the moment.

I had left the project in a broken state, I was implementing a better wave/spawning system a few months ago but never finished that.  Tonight I got it all tidied up and stuff wooo!

Here is an old video I didn't share out, the game has changed a bit, but still pretty similar with the concept..




 
165  Community / Creative / Re: Sidescroller Stairwells on: September 10, 2011, 04:28:26 PM
hmm something like this? Start in the upper left.  The idea is that when the screen swap happens, it would swap to keep the Player in the same position on the monitor, and the movement from holding the UP or DOWN direction would remain constant across the swap.  I guess it would work pretty much like how ladders tend to work in side scrolling games.

166  Developer / Design / Re: What features would you remove from modern games... on: September 09, 2011, 09:39:30 PM
167  Player / General / Re: Awkwardness on: September 09, 2011, 09:23:50 PM
just embrace awkwardness and make it awkward for everyone else when you're feelin awkward. awkward.
168  Player / Games / Re: Lollipop Chainsaw on: September 04, 2011, 03:10:21 PM
seems like a fun time


169  Community / DevLogs / Re: TV Man - 2D sidescrolling platformer development on: September 03, 2011, 11:37:14 PM
hmm try having powerups with a radius, so within the radius you just tune in to the powerup by changing the channel  Well, hello there!
170  Community / DevLogs / Re: Memory Of A Broken Dimension on: September 03, 2011, 02:47:46 AM
 Hand Any Key Tired Hand Any Key



171  Community / Competitions / Re: Ludum Dare 21! [Theme: Escape] on: September 02, 2011, 01:49:44 AM
Ninja



ran out of time, it was awesome though just hanging out, making stuff and seeing entries come together !
172  Community / DevLogs / Re: Memory Of A Broken Dimension on: August 31, 2011, 09:21:51 AM
thanks for the supportive comments! Ninja

last night I added more bob...

..was getting the FPS camera and controls feeling good, adding in view bob, pitch/roll based on movement direction and speed, fall height, etc.

also added in a proper parallax skybox, similar to Source or other FPS games.

173  Community / DevLogs / Re: Memory Of Broken Dimension on: August 28, 2011, 11:50:43 PM
sidetracked messing with colors, but was working on a basic navigation/observation puzzle



174  Player / General / Re: Something you JUST did thread on: August 27, 2011, 01:13:26 AM

there was more gameworks tonight too! Wanderde at PAX and went around looking/playing all the indie stuff tucked away in the corners of the expo halls, Faraway was a nice little discovery.
175  Player / Games / Re: Earth shattering battle between Tilbert Gimmy and brown shooters on: August 26, 2011, 12:20:00 AM
wtf is going on in here
176  Developer / Design / Re: So what are you working on? on: August 26, 2011, 12:08:03 AM


I kind of like this technical test thing I have to do for a job application.

i kind of like this too  Kiss
177  Player / General / Re: Something you JUST did thread on: August 26, 2011, 12:05:43 AM
just got back home. i'm eating a banana. i'm drunk. i walked around a lot. paxdev. drunkenness. gameworks i'm drunk. seattle.   WTF
178  Developer / Design / Re: So what are you working on? on: August 22, 2011, 01:08:18 AM
179  Developer / Design / Re: So what are you working on? on: August 19, 2011, 10:55:44 AM
Nix, I like the dither style Shocked

More work on my arcade cabinet...



awesome it looks like it is made out of polygons, what is this forrrrr
180  Player / General / Re: What first inspired you to make games? on: August 16, 2011, 09:56:23 PM
I can't remember exactly what.. but a combination of arcade games, q basic programs in the back of magazines..  Then came Klik & Play and my first game, a clone of Buster Bros.  And also Doom and mapping.  Of course I didn't take it any more seriously than a hobby until like 9 years ago.
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