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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 01:56:38 PM

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21  Player / General / Re: Something you JUST did thread on: November 19, 2011, 11:09:03 PM
I made a bunch of 7/8" buttons. They look flipping gorgeous Smiley
22  Community / Townhall / Re: Stealth Bastard on: November 08, 2011, 09:23:28 AM
Downloaded! This looks like a lot of fun Smiley
23  Community / DevLogs / Re: Panacea - an alchemy/farming/defense roguelike on: October 29, 2011, 12:49:00 PM
I love the concept of roguelikes, but tend to be very bad at them. I'ma keep my eye on this one though, it sounds like fun Smiley
24  Developer / Design / Re: Would you play a fantasy game w/o a human race? on: October 04, 2011, 09:28:02 AM
I think this has been touched on, but humans with pointy ears that don't die of old age are kind of cop-outs when talking about non-human fantasy creatures. Give me a dragon, a space whale, and a living mountain as playable characters. Maybe throw in a ghost galleon for good measure. There aren't nearly enough games that give us the possibility to control creatures much bigger than we are.

if only there was a game where we could play as one of these :D


YES! Oh so much yes...
25  Developer / Design / Re: Would you play a fantasy game w/o a human race? on: October 03, 2011, 01:28:43 AM
I think this has been touched on, but humans with pointy ears that don't die of old age are kind of cop-outs when talking about non-human fantasy creatures. Give me a dragon, a space whale, and a living mountain as playable characters. Maybe throw in a ghost galleon for good measure. There aren't nearly enough games that give us the possibility to control creatures much bigger than we are.
26  Community / DevLogs / Re: Runners Grinders [Mobile, location-based] on: September 28, 2011, 11:14:44 AM
Thank you, there need to be more games like this.
Won't there be an issue though, if a virtual-world path is not traversable in real life? like if there's a building or river in the way of a player, where his character only sees open road?
27  Developer / Playtesting / Re: Pineapple Smash Crew on: September 26, 2011, 11:04:08 AM
Thanks!! I'm totally blown away, I was really taken by surprise with the RPS award.. now, how do I make the most of the marketing :S

T-shirts man. T-shirts...
28  Developer / Playtesting / Re: Pineapple Smash Crew on: September 26, 2011, 11:03:27 AM

Wow, that's so cool!

It's been neat watching this one grow up. Getting excited for the final release now...
29  Community / DevLogs / Re: Bunny Swordmaster Story on: September 08, 2011, 11:12:02 PM
I just played this for a bit, but I like it. The visuals are nice and it reminds me of Little Barbarian gameplay-wise. You do a good job introducing a challenge, then providing a similar, but more difficult challenge later on.
30  Developer / Art / Re: Setting - the mood... on: September 08, 2011, 10:44:08 PM
What are some of your favorite ficticious settings to experience certain game types in? (Living rooms and arcades nonwithstanding.)

Actually, are there any video games set in arcades? I'm thinking that would make for a pretty awesome FPS deathmatch map...

Adventure games kind of rule setting I think, The games at (Text) Games for (Space) Crows, all have really immersive settings. The text is light, but the creator is good at mentioning the things you would notice in the situation, and creating a mood. They also tend to be all steampunk, so yeah

Ben304's Games all have very cool and unique aesthetics. He has a way of taking a setting that should be fairly familiar, and making it seem alien. Airwave is my favorite thus far. It's setting is a small hick town, but that archetypal location is skewed and warped so that it feels dark and interesting.

And Machinarium... Yeah, I don't think I need to say much about that one

31  Developer / Playtesting / Re: Pineapple Smash Crew on: August 20, 2011, 08:05:27 AM
I liked the old explosion graphics though. The new ones look too detailed compared to the rest of the game. Maybe simplify the amount of colors used? I dunno, I was fine with the circles.

I personally dig the new ones, They're pretty cool
32  Developer / Playtesting / Re: Pineapple Smash Crew on: August 10, 2011, 12:58:14 PM
Starflier: hmm, possibly.. I've not made it with that in mind so I'm pretty hesitant to say it would work. I could look into it- why, did you have something in mind?

model of that dude:


:D :D :D He looks so good!

You saw Telemetry right? The little Lunar lander-esque toy where you enter the name of an asteroid you want to explore and it uses the name as a seed for the procedural generation. That's sort of what I was thinking, you enter the name of the ship you want to sack...
33  Developer / Playtesting / Re: Pineapple Smash Crew on: August 09, 2011, 10:36:15 AM
Just Wondering: how does the level generation work? Any possibility of giving the player an option to enter a custom seed?
34  Developer / Playtesting / Re: Omnicron [Finished!] on: July 26, 2011, 09:28:15 PM
I enjoyed this mechanic, even if it did take a while to figure out.
The only thing that would make this better would be a lightgun ^^
35  Developer / Playtesting / Re: Infinite Squid Slayer [Finished] on: July 26, 2011, 08:59:28 PM
It's a fun little game. I think it's more of a framework than a finished project, but it held my attention for a couple playthroughs. Mostly I wanted to see how many kinds of squid there were Smiley

It's definitely an improvement on the last one. My only real complaint is using the space bar for the machine-gun special. Using that for the main weapon (controlled with the left mouse button) would be a bit more intuitive.

Another suggestion is to have something at stake if the squid get past you. Even if it's just a score multiplier or something, it will add a layer of complexity to the game.
36  Developer / Playtesting / Re: Pineapple Smash Crew on: July 26, 2011, 08:55:17 AM
Ach, sorry, I missed the request for playtesters.

I'm always up for that Smiley
37  Player / Games / Re: Indie games are SO mainstream on: July 14, 2011, 10:03:31 PM
I was a hipster before they were cool...
38  Developer / Playtesting / Re: Telemetry on: July 11, 2011, 12:14:14 AM
Update 10/7/2011

- The spacecraft will leave a trail to show the player where they have already explored. The trail remains if you crash and retry the same level.
- I have also changed the control of the spacecraft by adding a 'boost' button [hold Ctrl].
- Permadeath. When you crash disconnection if now permanent. You have to press [Enter] to return to the title screen and [Enter] again to reconnect to try the same level again.

I think these simple additions make Telemetry a more satisfying and interesting experience. If I am inspired to add more at some stage I certainly will.

I hope you enjoy it!

I think you're right, It feels like you're actually mapping asteroids now. It would be cool to see the crashed pods littering the asteroid :D
39  Developer / Playtesting / Re: Telemetry on: July 08, 2011, 09:48:15 AM
I look forward to it Smiley
40  Community / DevLogs / Re: Conficus [2D] [Topdown] [Crafting] on: July 06, 2011, 10:09:08 PM
Those tree's would be so amazing if they had a little wind blowing animation.. Oh Boy!
I second this  Gentleman
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