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

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81  Community / Jams & Events / Re: Tigjam UK screenshots on: November 18, 2008, 04:11:58 PM
Man, these are all so awesome! I really wish I'd been there for it.
Yeah, I was about to say the same  Cry  I'll keep an eye out.
82  Player / Games / Re: Promisingly Good Freeware Games in Development on: November 18, 2008, 04:07:20 PM
Well, I found Hero/6 and King's Quest 9 both very promising, only I'm not entirely sure whether they're still in development...
83  Community / Indie Brawl / Re: Indie Brawl: Character Submissions on: November 18, 2008, 03:53:21 PM
Hmm... sounds familiar...
Oh yeah, that would be Naija's move. Sorry, that wasn't intentional.

Quote
Again, this would be too graphically intensive. It would require graphics of every character using his attacks. Plus, it wouldn't be terribly useful.
I suppose so. I was thinking of the old Eternal Champions and all of its unusual specials (like the one that rewinds the level timer).

I think the idea is that he looks like one of the players' characters (so at least one person will be confused)
Yes. He could use the other character's existing idle/walk/jump frames with no change, and break the illusion to attack (using his own frames again). This likely wouldn't fool expert players, but it could be a fun strategy against beginners as it is unexpected. Maeldun's a trickster, after all.



Anyway, thanks for the response, and here's attempt #3.

A - Sword slash, basic attack
Av - Sword thrust, longer reach but somewhat slower
G - Sword parry, if timed correctly
A> - Dagger throw, a weak missile that flies forward
A^ - Upwards thrust, an attack straight up into the air to ward off jumping opponents
S - Enchant sword. A slow-ish move that causes Maeldun's sword to glow; it deals more damage on the next attack.
S> - Net throw, Maeldun throws a net forward, which temporarily constricts (paralyzes) an opponent if it hits. Slower than dagger. It could also be e.g. magic sparkles if that's easier.
S^ - Rabbit morph. Shapeshifts into a bunny, which is very fast but cannot attack or block. Press S to morph back, or it times out after a few seconds.
Sv - Vase drop. Intended to be used in mid-air, Maeldun drops a heavy item straight down as a vertical missile.
84  Community / Indie Brawl / Re: Indie Brawl: Character Submissions on: November 17, 2008, 09:53:57 AM
Okay, if that doesn't work, how's this for alternative specials?

S> - Net throw, as above
A^ - Enchant sword. A slow-ish move causes Maeldun's sword to glow; it deals more damage on the next attack.
Sv - Plant growth. A thorny bush springs from the ground, which hurts people if they walk into it. It withers away after awhile.
S^ - Illusion. Maeldun takes on the appearance (but not the abilities) of another fighter, which may fool his opponents.
85  Community / Indie Brawl / Re: Indie Brawl: Character Submissions on: November 16, 2008, 04:19:41 PM
If people are interested, I'd like to propose a character from an indie adventure game. I can provide the original sprites for him, too.


Maeldun Whiteblade, from A Tale of Two Kingdoms.

Maeldun is, essentially, an adventure game protagonist with a lot of item-based abilities. It would be interesting to make him specialize in modifying terrain around the stage; I'm sure the engine could support e.g. making holes in platforms. Well, I'm just throwing out ideas here for feedback, anyway  Grin

A - Sword slash, basic attack
Av - Sword thrust, longer reach but somewhat slower
G - Sword parry, that blocks attacks if timed correctly
A> - Dagger throw, a weak missile that flies forward
A^ - Net throw. Maeldun throws a net forward, which temporarily constricts (paralyzes) an opponent if it hits. Slower than dagger.
S - Rabbit morph. Shapeshifts into a bunny, which is very fast but cannot attack. Press S to morph back, or it times out after a few seconds.
S> - Ice bridge. Maeldun conjures a horizontal layer of ice, which can connect platforms and can be walked on. It melts away after a few seconds.
Sv - Shovel. Maeldun takes out a shovel and makes a hole in the ground, which could cause people to fall through the platform
S^ - Use shovel upwards to make a hole in the ceiling, if within reach.
86  Player / General / Re: Games that weren't very good, but... on: October 05, 2008, 01:57:02 AM
HYPERBLADE!

Hey, I know that one! As I recall, the controls were almost impossible...
87  Player / Games / Re: Game identification... GAME. =) on: October 05, 2008, 01:53:40 AM
Is that from Cruise for a Corpse? :?
88  Community / Jams & Events / Re: TIGJam:UK on: September 29, 2008, 09:20:27 AM
Hello!

I'm kind of new to these forums, but a TigJam sounds like a fun thing to attend. I live in the Netherlands, which I suppose is near enough to London. So would there still be room for one more?
89  Developer / Playtesting / Re: Arc Aether Anomalies on: September 28, 2008, 03:39:22 AM
As a big fan of the Descent series, I must say this sounds very promising.

Unfortunately it doesn't run on my system, it gives an error about DirectX input. Then again I needed to upgrade my specs anyway.
90  Developer / Playtesting / Re: Graviroids on: September 28, 2008, 03:34:36 AM
It certainly looks nice.

Any chances of getting a non-browser-based version?
91  Developer / Playtesting / Vector Vendetta on: September 24, 2008, 01:44:10 PM


Vector Vendetta


A retro game, in case that wasn't obvious. As an experiment in what other things AGS can do, this is a fast-paced shooting game with vector graphics. It's probably the first AGS game that uses a grand total of zero sprites.

Using your mighty triangular ship, defeat the evil polygons of doom! It starts out easy, but on later levels you'll be quickly overwhelmed by swarms of enemies!

* Twelve different enemies, from lowly Wonk to nasty BFG.
* Thirteen powerups and special weapons, from teleportation to nukes.
* Use mouse control, keyboard, or a combination.
* Retro soundtrack.
* Keeps track of high scores.
* Enjoy!

The game is technically finished, but I'd be happy to make a v2.0 if people spot bugs or have suggestions. I'm primarily looking for feedback on gameplay (and also, the control methods). Because of the retro style, I'd prefer to keep graphics and music simple. Also, please tell me if you find the game too easy or too hard so that I can tweak the difficulty around. Games are always easier for who wrote them Smiley

System requirements: Windows. Actual mouse recommended (as opposed to those touchpads you see on laptops).
92  Player / General / Re: Books that would make great games on: September 09, 2008, 02:08:43 PM
Great!  I'd been under the impression of that "100 year rule," so seeing you mention it basically confirms that one.

Yes, but the time period is lengthened every couple years, because the Walt Disney Co. doesn't want Mickey Mouse to fall into public domain. YA RLY.
93  Player / Games / Re: Cave Story Rumors on: September 08, 2008, 01:39:01 PM
Supposing the rumor's true, there's one fun consequence:

Speed runs.

If it runs on a console in 2D, it'll run in an emulator. If it runs in an emulator (and has enough cult classic factor, which Doukutsu certainly does!) then people will speedrun it. And I don't just mean the hell level, I mean all of it. That'd be fun to watch. I don't think there's any sequence breaking in the game, but there might be...
94  Community / Bootleg Demakes / Re: The Soopa Doopa MOCKUPS thread on: September 08, 2008, 01:33:08 PM
Downwards


(it's vector based, it's space based, it's most definitely not Descent...

Or at least, this is what I might have submitted if I had heard of the compo a couple weeks earlier.
95  Community / Bootleg Demakes / Re: Bootleg Demakes Competition on: September 08, 2008, 01:30:08 PM
Also, is that a REAL caterpillar? It looks like a tiny cat.

Perhaps it's a capitalpillar?

(Hi Erin!)


So, er, yeah. With this many entries, do we get until december or so before we vote on them? Otherwise I'm tempted to just vote for the coolest name  Wink
96  Player / General / Re: Fallout on: September 08, 2008, 01:24:57 PM
But no one is saying it won't be fun, just that it won't be Fallout. Like Deus Ex 2: It's not bad, but it's not Deus Ex either.

I hate it when companies do that.

Still, my system specs are probably too low to play F3 anyway, so meh.
97  Community / Bootleg Demakes / Re: Bootleg Demakes Competition on: September 07, 2008, 06:55:57 AM
This is an awesome idea for a competition. I'm sorry I didn't learn about it until three days for the deadline. I suppose that doesn't technically disqualify me yet, but I do need to sleep occasionally...
98  Player / General / Re: Games you always go back to on: September 07, 2008, 06:53:46 AM
How appropriate, you fight like a cow.
Man, that quote turns up everywhere  Grin


For me, it's Loom. Definitely Loom. Also, a few sit-back-and-shoot-everything relaxation games, like Descent or sometimes even Tyrian.
99  Player / General / Re: Books that would make great games on: September 07, 2008, 06:49:32 AM
I would love to see a game based on Roger Zelazny's Amber... although it would be hard to get right.

(yes, I know an IF exists on the subject, but it doesn't really do it justice).
100  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: September 07, 2008, 06:46:02 AM
Hello!

I'm a designer and coder from the Netherlands. If I may do my best Troy McClure imitation here, you might remember me from such games as SubTerra or A Tale of Two Kingdoms. I generally work in either Visual C++ or AGS (although I started in GW-Basic, ages ago...), and try to keep an eye out for Linux compatibility.

And a forum full of creative people? Sounds like my cuppa tea Smiley
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