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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 09:51:24 PM

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81  Community / Competitions / Re: Idea pool for new TIGS competitions on: June 27, 2008, 10:04:08 AM
How about a Dogma 2001 competition?
82  Developer / Art / Re: Make an album cover! on: June 08, 2008, 08:28:11 AM

83  Developer / Design / Re: The Unfinished Game/Demo Dump on: June 07, 2008, 08:09:58 PM


36 abandoned game maker projects, all lined up in rows
84  Community / Procedural Generation / Re: Swarm on: June 02, 2008, 08:17:55 PM
Alpha version is done (har.)

grab it here: http://www.box.net/shared/qdrway3kg0

Very very VERY basic demo of the concept. The final (yes, i intend to finish it) will have more enemy types and patterns, and will get progressively harder as you go along.

This version includes very basic procedural boss generation (arm length, number of heads, etc.) It goes on infinitely. This demo is just to give a gist of what the final version will feel like.

Comments and suggestions much appreciated,
_stwelin
85  Community / Procedural Generation / Re: Swarm on: May 26, 2008, 09:19:17 AM
Progress screens. Just some basic 3-armed generations.




to add:
  • controls for symmetrical and asymmetrical generations
  • weapon turrets on control points
  • dynamic segment rotation (melee arms)
  • progression (generations that become more complex as they are defeated)
  • a name? D:

Cheers.
86  Community / Procedural Generation / Re: Swarm on: May 24, 2008, 10:21:30 PM
Work it on, take your time, pump in some pep graphics and who knows? Maybe one day we can expect CellFactor sequel!
http://www.gametrailers.com/player/12272.html

Anyway, i cross my fingers. Swarm looks great.

Looks interesting.

Alright, here is a bit of progress with the enemies:


87  Community / Procedural Generation / Re: Swarm on: May 20, 2008, 04:46:18 PM
looks cool.

my only suggestion is that you might need to make your collision detection a little more generous.

The video is a little misleading. Each of the enemies there takes 4 hits to kill, so believe me, the collisions are generous enough. Also, the player will almost assuredly be fighting against larger enemies such as bosses or minibosses.

More to come soon...
88  Community / Procedural Generation / Swarm [DEMO - "FINISHED?"] on: May 19, 2008, 06:09:25 PM
Alright, so here's my entry so far. I am taking a little bit of a minimalist approach and designing the majority of the game without anything but placeholder graphics. This has helped immensely, as I usually get sucked into making everything look perfect and then I get bored.

Basically, my entry is an arena shooter with procedurally generated enemies. The enemies will most likely be bosses or minibosses. I wanted to stray away from small enemies, partially because attacking with the player is not especially precise.



is just a little sample of what the gameplay might be.

I'll try to describe what is going on:
The ship constantly produces bullets, which are held in a shield-layer around the ship. When the player presses a key, the bullets in the shield-layer are transfered to a swarm of bullets, which the player's movement influences. Another key allows the player to fling the swarm of bullets across the screen. This allows the player to attack close enemies or enemies on the opposite side of the screen.

Anyway, I'll stop blathering before this sounds really gimmicky.

--==--
updt1:


V  DOWNLOAD  V
alpha v0.1: http://www.box.net/shared/qdrway3kg0
89  Community / VGNG / Re: Fantastic Blood Boy #COMPLETED# on: May 02, 2008, 12:04:24 PM
Thanks for the nice comments and feedback everyone!

320,000-ish is my highscore, I was trapped in the corner, however, the clot made a solid block wall vertically and a horizontal 'jump-through' floor, that cornered the ceiling, and i was pushed into it, couldn't get out. Poor clotty... you will be missed.
Ouch  Cry Sorry about that. I'll have a go at making it so that certain things can't be generated when too close to walls. You know that you can press down to go through the jump-through platforms, no?

I was just thinking about that. I didn't realize it at the time though.
One thing, perhaps, that would help to cure the chaos of finding the crystals when the game gets really hectic, how about, along with the "Protect!" bubble popping up when they are being attacked, the dotted line drawn to them from blood boy blinks red? It might make it a little easier to figure out what is going on.

This game is really really fun!
90  Community / VGNG / Re: Fantastic Blood Boy #COMPLETED# on: May 01, 2008, 08:25:08 PM
320,000-ish is my highscore, I was trapped in the corner, however, the clot made a solid block wall vertically and a horizontal 'jump-through' floor, that cornered the ceiling, and i was pushed into it, couldn't get out. Poor clotty... you will be missed.
91  Community / VGNG / Re: Fantastic Blood Boy #COMPLETED# on: May 01, 2008, 01:18:20 PM
Awwwesome game. really love it. The music is quite catchy, too! Anyone beat my score of 132,740?
92  Community / Creative / Re: What are Your Weak Points? on: March 22, 2008, 06:41:32 PM
Music.

And finishing stuff.

Seriously, I suck at
93  Community / VGNG / Re: WLCotBG:BOfH on: March 05, 2008, 09:25:28 PM
(double post... but i have content!)



movement: check
animations: check
94  Community / VGNG / Re: WLCotBG:BOfH on: March 05, 2008, 10:16:54 AM
Yeah, i stuck two names together, sue me!

I think this is going to be a castlevania-ish game. We'll see how it goes.
95  Community / VGNG / Re: WLCotBG:BOfH on: March 04, 2008, 11:27:40 PM
Fuck! I saw that and was just about to make an edit, but you BEAT ME TO IT.
Oh well, maybe I can work in some crazy octopus innuendo catchphrase.

My game has BLOOD VOMITING. Can you manage to one-up me? Doubtful.
96  Community / VGNG / Re: WLCotBG:BOfH on: March 04, 2008, 11:13:47 PM


And because this competition is practically ABOUT cheesy catch phrases:
"Oh yes, there will be BLOOD."
97  Community / VGNG / WLCotBG:BOfH on: March 02, 2008, 10:08:38 PM
This is my entry's sanctuary.

We Love Cowboy of the Blood God: Blazing Octopus from Hell

More to come... tomorrow.
98  Community / VGNG / Re: Video Game Name Generator Competition on: March 02, 2008, 10:06:41 PM
lol that thing generates some great names!  I will make an attempt at realizing one of those names into an actual game. peace.

Man, everyone's coming out of the woodwork for this one. Smiley Good to see you here Jph.

--

You all best prepare yourselves for We Love Cowboy of the Blood God: Blazing Octopus from Hell
99  Developer / Design / Re: The Idea Pool on: February 06, 2008, 05:14:51 AM
You think that's bad? http://news.filefront.com/magic-eye-tetris-prepare-to-go-blind/
100  Developer / Audio / Re: Voice Overs... yeah, I love you guys that much... :) on: February 04, 2008, 04:28:50 PM
No one's mentioned Portal?

i hear those turrets in my sleep.
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