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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

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21  Community / Versus / Re: Mushrooms Hate Kaya [FINISHED] on: March 18, 2011, 03:12:01 PM
This is a great game! Bravo!  Hand Clap
Beautiful graphics, beautiful music, and the gameplay was fun on both sides.

We played a few times and switched parts, but the mushrooms always won, so maybe you want to give Kaya more lives to make it a bit more fair.
Also, the controls on Kaya (or maybe the level design? not entirely sure), were not 100% right, can't really put my finger on it, it could be just that Kaya couldn't jump on all the platforms which made it a bit annoying, I'm not sure though.

One last suggestion, would be to make some visual sign that hovering the mouse near the mushrooms make them grow faster (some powder particle effects, perhaps?).
22  Community / Versus / Re: 0Space [Finished] on: March 18, 2011, 03:05:22 PM
It took us a few minutes until we got how to play this correctly, but once we did, it was heaps of fun. Great job!
One suggestion would be to be able to restart a level, because once you fly out to space by accident (or fall down to lava) you want to see the level again and figure out what you did wrong.

23  Community / Versus / Re: En-garde! [FINISHED] on: March 18, 2011, 03:01:40 PM
Awesome graphics, animations and sfx (and awesome reference to monkey island)!
I didn't get that 'tactics' feel that goshki was talking about, for us it was more button mashing, and we really didn't get what was going on with the fight itself, but still it was kinda fun.

One thing that I think has to improve is the transition from when a point is given, to when another match begins. It cuts abruptly and then shows some weird black arrows, and kinda ruins all the polish that the rest of the game has...
24  Community / Versus / Re: Pencerkoff Starship [Finished] on: March 18, 2011, 02:53:47 PM
On the plus side, the music is awesome, the movement of the ships was smooth and fun, along with the zoom which gave a nice effect.

However, we didn't understand how to shoot at each other.
Out of the 3 buttons, only one seem to respond (to both of us), the one that creates a white line that doesn't stop. The other two buttons didn't appear to do anything..
25  Community / Versus / Re: SPACE SUSHI. [FINISHED] on: March 18, 2011, 02:49:23 PM
We took it for a spin.. it looks like it could be fun (and the music is awesome), but there were so many things going on at the same time, and it was hard to make distinctions between all the game element, so it was very confusing, didn't understand at all what was going on...
26  Developer / Design / Re: Game designing in your dreams on: March 05, 2011, 03:58:11 PM
'I dreamt I was a butterfly.

I couldn't tell if I was dreaming, but when I woke
I was I and not a butterfly.

Was I dreaming that I was a butterfly?

Or was the butterfly dreaming that it was me?

Even if there's a difference between the butterfly and I
the distinction isn't absolute.

And there is no relationship of cause and effect.

-Soshi, a Japanese poet

mind = blown  Shocked
27  Developer / Technical / Re: Visual Studio Extensions on: March 04, 2011, 10:50:43 AM
Resharper is what I constantly use and it's a life saver. It actually finds bugs as you code them! And that's without talking about all the productivity enhancers (navigate from an interface to its implementers or from a class to its children with ALT+END or vice versa with ALT+HOME, auto generate Equals and GetHashCode for classes, and much more, simply awesome)!
On the downside of resharper, it's definitely memory heavy...

A free alternative to Resharper that I sometimes use is CodeRush Xpress, which is also nice.

And for fast documentation I use GhostDoc.
28  Community / Versus / Re: Dawn of the Pixel [FINISHED] on: February 28, 2011, 01:16:22 PM
Played all of the 2-player modes.
This could turn into something fun, but right now, since controlling the ship is not responsive enough (like the mighty Pencerkoff has already mentioned), and since you die after one hit (I think?), it all ends up pretty fast.
I didn't even get to the point of understanding the difference between all the modes, all of the games ended in less than a minute...
29  Community / Versus / Re: Exuberant Struggle [updated] on: February 28, 2011, 01:11:46 PM
This was fun, everything was so random!
I mean, we didn't understand the gameplay or the different resources at all, but we didn't really try to, because the randomness of it all made all the fun.
It was slow at first, but once all kind of different units appeared it became hilarious. (in a good way).
The most satisfying thing was to wait for the other player to be really close to a resource, and then take it away from him..  Evil
30  Community / Versus / Re: X-Bones [COMPLETE] on: February 28, 2011, 01:06:19 PM
Great graphics, great animations, great music, great atmosphere! (also great engine, but that's probably not related to this thread  Wink ).

The gameplay was very simple, it was fun for what it was, but obviously this is not the kind of game you would play forever.
And also, apparently my hand-eye coordination is not as good as I would have imagined, my gf won every time, and even kicked my ass 5-0 in one of the matches...
For a minute I thought that maybe you had a bug and the 'Z' gets precedence over the 'M' or something like that, but then we switched and she still won.  Sad
31  Community / Versus / Re: a cure for friendship [SORT OF FINISHED] on: February 28, 2011, 01:01:14 PM
Too bad I played the game first and then read the thread...
We played two games in a row, it was nice (and the graphics were pretty) but we didn't know there was more to it so we stopped...
If the unlockables (or at least some of them) had the 'mission' written and not just question marks, we might have played more. Or at least, if the first unlockable would come after two plays, that would have possibly lure us in.
32  Community / Versus / Re: Ballin': turn-based basketball [v0.2-Networked-OSX/Win/Lin] on: February 28, 2011, 12:53:07 PM
Played the windows hotseat version.
The concept seems interesting, but we didn't really understand how to play.
It took us several minutes just to understand that you have to hold and grab the mouse from your player to draw the path, but one player was able to draw a much longer path then the other, we moved to the ball and nothing happened, in short, very confusing...
33  Community / Versus / Re: Apple Shampoo [PLAYABLE WIP] on: February 28, 2011, 12:49:38 PM
This is a hidden gem  Smiley
Simple, but very fun to play, it's very enjoyable to kick your opponent's apple so it flies above him, very satisfying.
I could see this being really fun with a lot of players and apples running all over the place.
By the way, you might wanna change your template in the "post finished entries" thread, it points to the game instead of this thread...
34  Community / Versus / Re: TKtics [Finished] on: February 28, 2011, 12:42:56 PM
Well, we tried to play it, but it was so darn complicated, and there was no in-game help or something to guide us in the game (that we could see), so unfortunately we quickly gave up...
35  Community / Versus / Re: Yourglass: A Game of Giving [Finished] on: February 28, 2011, 12:39:43 PM
We played it, it was nice, but we didn't quite get the hang of it...
Also we didn't understand the reason for the sentences running too fast.
The graphics were pretty though.
36  Community / Versus / Re: Space Ape Battles [Finished - PC] on: February 28, 2011, 12:33:28 PM
Played it and had a blast, well done!
It took us a few minutes to grasp what's going on exactly and how to capture the flags,
but once we did it was terrible fun.
Also, I couldn't quite distinguish between the different units and who does what, my eyes were all over the place...
37  Community / Versus / Re: [FINISHED] Droids on: February 28, 2011, 12:28:45 PM
This was kind of fun  Smiley
I actually think that it would have been more fun without the mashing, i.e if holding the buttons down would let you keep moving.
But maybe I'm just not a masher kind of guy...
38  Community / Versus / Re: Dodgeball From Hell [FINISHED] on: February 28, 2011, 05:28:00 AM
The one thing that bothers me still, is the lagginess of the ball.
I thought I had it figured out, but today, the ball again was lagging slightly, so I guess
the server had a really good day yesterday.

Well, I'm not completely sure, but I think it might be related to internet explorer only.
For me at least, the game plays a lot better on google chrome, so I recommend using it and not IE when playing the game (haven't tried any other browser).
39  Community / Versus / Re: Dodgeball From Hell [FINISHED] on: February 27, 2011, 02:13:50 PM
FINISHED!

 Cool

Changes in the latest version:
- Added shading to the characters
- Added shadows to the characters
- Added decor to the playfield
- Added high scores

Here's the latest screenshot:



All in all, I'm pretty satisfied with the results.
The one thing that bothers me still, is the lagginess of the ball.
I thought I had it figured out, but today, the ball again was lagging slightly, so I guess
the server had a really good day yesterday.
Even with that, I think that the game is still fun, so go and play!

40  Community / Versus / Re: Post Finished Entries Here! on: February 27, 2011, 02:05:07 PM
<div style="padding: 5px; padding-bottom: 0; float: left"><img src="http://i.imgur.com/SnLkK.png" width="300" height="200" /><p style="margin-top: 0"><a href="http://forums.tigsource.com/index.php?topic=17193.0">Dodgeball From Hell</a>, by Tzach Shabtay</p>
</div>


Dodgeball From Hell, by Tzach Shabtay.
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