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1411125 Posts in 69302 Topics- by 58375 Members - Latest Member: Essential34Games

March 13, 2024, 10:36:15 AM

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41  Developer / Playtesting / Re: One Room One Cheese (a simple Mario platformer) on: August 28, 2011, 11:55:18 AM
Thanks for the feedback. I think the most important point here is that acceleration to max speed, and deceleration to zero, should both be faster to avoid slipperiness. Although I'll probably add an ice level with the current settings too Smiley

I'll remove those objects that look important but really aren't; also, the invisible ceiling needs to be replaced with actual vertical scrolling. I'll keep you posted as to what I come up with.
42  Developer / Playtesting / Re: One Room One Cheese (a simple Mario platformer) on: August 25, 2011, 03:17:46 AM
To be honest I have no idea what's causing this. The game is written in AGS, which normally has no problem with Windows7. In this thread, someone else with Win7 has no problem running it. Is there anything else you can say about your system setup that might be helpful?
43  Developer / Playtesting / Re: One Room One Cheese (a simple Mario platformer) on: August 24, 2011, 06:23:12 AM
Hm, that's odd. Could you try using the accompanying winsetup program to switch the game to fullscreen mode or some other resolution, and see if that helps?
44  Developer / Playtesting / Indiana Rodent (platform game with lots of secrets) on: August 24, 2011, 02:10:58 AM
Indiana Rodent: Raiders of the Lost Cheese is a fast-paced platform game. Take the role of the Mouse With The Hat and go in search of the vaunted lost cheese. Traverse forests, deserts, and the halls of illusion; jump over hedgehogs, hitch a ride on a turtle, and evade vicious snakes - all for the reward of more cheese than you could ever eat, and what more could a mouse want?

This platform game is written in Adventure Game Studio, as an experiment for the versatility of that engine. It runs under Windows and Linux (Ubuntu for sure, probably other variants as well). It has a stable version now; the graphics and jump physics have been improved a lot over the first draft; but I would still appreciate feedback. Of course the game also has a number of secrets and unlockables, and the viciously cute Moby Duck as a boss monster.



This game used to be part of the Bake Sale, a fundraiser for charity; but it is now available as freeware. You can download the full game here: http://crystalshard.net/zip/I_RODENT.ZIP - it has ten levels, a hidden item in each, and four difficulty ratings.



Enjoy and please tell me what you think of it.

45  Developer / Playtesting / Re: Treasure Adventure Game - Exploration Platformer on: August 08, 2011, 01:40:08 AM
This looks good, I would definitely play it.
46  Developer / Art / Re: Could someone draw a few tiles for me please? on: August 05, 2011, 08:38:21 AM
Thanks! I'll send you a PM.
47  Developer / Art / Could someone draw a few tiles for me please? on: August 04, 2011, 04:29:00 PM
I hope this is the right place to ask this...

I'm taking part in a contest to create a small game in just a few days time, to be completed by the end of the weekend. I've decided to create a simple platform game like Super Mario Bros, mainly because I've never made a platformer before. It's going quite well, I've got the coding and music covered, with a nice chiptune for the latter.

However, I'm not an artist, and my efforts at tile art have been really bad. So I was wondering if somebody here would be willing to draw a small amount of tiles (by which I mean 15 total, at a 320x200 resolution, and no animations needed). I'm aware that free tile art can be found all over the web, but the contest calls for something original.

Any help would be appreciated. Thank you for your time!
48  Developer / Playtesting / Re: Quasar, a sci-fi adventure game (beta version) on: August 01, 2011, 05:44:50 AM
Hm, I suppose the audience here prefers other genres to adventure games Smiley
49  Developer / Playtesting / Quasar, a sci-fi adventure game (beta version) on: July 27, 2011, 11:12:15 AM

Quasar
Spending too much time on a spaceship can make anybody edgy. Can the crew of the Quasar nevertheless learn to cooperate?

A high-resolution adventure game in six rooms, the main point of the game is to explore the possibilities of having multiple characters. You can switch between four of the crew members that each have their own skill set, and their own reactions to hotspots and to other characters.
Well, you can't switch characters at the beginning, because the characters are angry at one another and you need to figure out how to make them not angry any more. Once you've done that, you can switch. The puzzles in here shouldn't be too hard, it's mostly about exploring the different reactions.



Beta version. The game is fully playable, but still needs some additional animations, bugfixing, and an endgame screen. Feedback, suggestions, and bug reports welcome.

Also, we're looking for a portrait artist as well as voice actors; feel free to apply in this thread here.

Art by Elissa Ng; music by Petros Tsoulkas; and script by yours truly.
50  Player / Games / Re: What are you playing? on: July 25, 2011, 09:20:01 AM
Hero Core. Again. Omg that game is addictive...
51  Community / Indie Brawl / Re: Indie Brawl: Main Characters on: July 25, 2011, 03:59:19 AM
I'm probably not the first one to ask, but shouldn't the Dwarf be named Urist? Smiley
52  Community / Indie Brawl / Re: Indie Brawl: DOWNLOAD- New Version 4/24/11 on: July 25, 2011, 03:52:35 AM
This is fun!  Smiley

Does it help if I report errors here? The first time I tried it, I got something like "write to invalid surface" once per second at the title screen. So I clicked abort and tried again, and then it worked fine.
53  Player / Games / Re: Is there a place for Fan Games? on: July 24, 2011, 11:00:31 AM
Of course, fan games are a bit risky, as some recent examples have shown (Streets of Rage Remake).
Wait, SORR got taken down? Ouch!

Okay, after Crimson Echoes last year I'm really not surprised, but this is really why I wouldn't recommend putting time into a big fangame. The majority of fangames I'm aware of either are a practice project that nobody much cares about, or have gotten into legal tangles with the IP owner.
54  Player / Games / Konjak's Mina of the Pirates on: July 24, 2011, 10:47:52 AM
Konjak, the guy who wrote Noitu Love and Legend of Princess, has a few of his abandoned projects available for download on his site. One of them is Mina of the Pirates, which I find a pretty good MetroidVania game.

I'm sure I'm not the only one on TigSource who's played this? So I was wondering, could someone please tell me how to defeat the Mechanic Turtle boss in the Crimson Meadows area? I can't find any weak spot on it regardless of what weapon I'm using. Any help would be appreciated.
55  Developer / Playtesting / Re: Vector Vendetta on: May 17, 2010, 12:05:04 AM
It's been awhile... I've done some more work on this game, adding two-player support, alternate game modes, demo recording, and a boss monster. Also, a few extra mooks that teleport, shield their allies, or come back from the dead.

Enjoy, and comments welcome!
56  Player / Games / Re: Do you play PC Games using a Game Controller? on: May 16, 2010, 11:39:18 PM
Do you have a Controller that you hook up to your PC in order to play games?

Actually, no. I've grown up using a keyboard and have always stuck with that, even for such games as Descent (which requires 12 motion keys even before we get to firing buttons).
57  Player / Games / Re: Hero: Core on: May 16, 2010, 11:36:17 PM
This is a fun and very well done game.

I've passed normal mode without too much trouble, have done most of the "second quest" with several stumbling blocks (especially that Reaper Drone and the Guardian) and am now struggling with annihilator fights in sector nine, or with the final boss. I think Annihilator level is somewhat beyond my skill for now.

It goes to show you don't need hi-res 3-D graphics as long as the gameplay is solid. Thanks for making this, UM!
58  Developer / Playtesting / Re: Vector Vendetta, a non-scrolling shooter (beta / feedback requested) on: October 05, 2009, 01:47:29 PM
Thanks for your feedback! I made some changes and did a new upload. The link is in the top post.

I think perhaps there is a more exciting enemy death effect than that "grow really big" thing you could use.
Hm, I suppose I could go for "fall to the bottom of the screen" or "explode in a shower of pixels" instead, would that be an improvement?

Quote
I saw an enemy get stuck in a wall (one of the teal ones, if that helps).
I think they also get out again if you wait a few seconds. Was it one of the triangles (a "wonk")?

Quote
Also, I think that you should make the bluish stars shoot out their little minions perpendicularly to where the player shot them...
Done.

The controls felt awkward but I got used to them over time - I tried mouse only, but found it a bit useless since you can't retreat; keyboard only and keyboard+mouse were both OK.
Hm, good point. I changed the mouse to have left button move forward, right button move backward, and middle button (or mousewheel) to trigger the powerups. In case anyone still uses two-button mice, they can use space bar for powerups as well.

Quote
It took me a while to understand the powerups.
I've added some help text. Basically, every powerup except for the first (warp) has two permanent levels followed by one instant effect that can be used over and over again.
59  Developer / Playtesting / Re: Vector Vendetta, a non-scrolling shooter (beta / feedback requested) on: September 23, 2009, 03:28:13 PM
Oh god, those graphics are orgasmic
Er, I'll take that as a compliment? Or does that mean you're using sticky keys?
60  Developer / Playtesting / Vector Vendetta, a non-scrolling shooter (beta / feedback requested) on: September 13, 2009, 11:36:14 AM

http://crystalshard.net/zip/VECTOR.ZIP

Vector Vendetta is a fast-paced shooting game with retro-style vector graphics. Using your mighty triangular ship, defeat the evil polygons of doom! It features twenty enemies, fifteen powerups, various modes and difficulties, and an end boss.

The aim here is to create a fun "coffee break" game using simple elements. This is a beta version, in that everything is implemented but subject to feedback. Please tell me what you think of it, thanks!

(updated October 5th per the feedback below)
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