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1411365 Posts in 69352 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 04:28:02 AM

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161  Community / Cockpit Competition / Re: [FINISHED] Luna on: February 23, 2009, 10:38:54 AM
I wish I could land in a crater. HEIGHT: -5

Okay, should go to class now.
162  Community / Cockpit Competition / Re: Lead Ye Bots Redux on: February 23, 2009, 03:37:54 AM
Hooray, Synnah! That does sound like something you haven't tried before.

I'm curious if there will only be music for one of the three robots (since the premise was to make the game a bit of a "one has eyes, one has ears, and the other has something else), or if the music will be different/drowned out for each robot.

Like a kitten in a catnip store- ohboyohboy!
163  Player / General / Re: TIGERS: CONNECT! (the account - thread) on: February 23, 2009, 02:49:07 AM
XboxLive:
Edua Vioz

Wii-Friendcodes:
1405|0995|3753|8774
Wii-Friendcodes, WiiWare-Friendcodes and NDS-Friendcodes where available.

Additional Accounts:
I don't remember, but I probably have a few if they haven't been deleted, on PlayOnline and some other random things. I'll look for specific stuff when asked.

I forget, is TF2 cross console? I don't think it is, sadly...
164  Community / Old Competitions / Re: Love Letter Competition Voting on: February 23, 2009, 02:33:14 AM
Love Compo Voting is over.
165  Community / Cockpit Competition / Re: Cogito Machina on: February 23, 2009, 12:19:56 AM
I'm waiting to see what prof. dead (I assume he's at least one or both of the two heads that compose iconic ghosts) does with the HUD sprite sheet I sent him, since he offered first. I'll just have to see how he feels this whole thing, well... feels to him them?, since from what I've seen, his experience has been with platformers only so far. If he feels confident enough, we're going places!  Beer!Hand Thumbs Up Right

I'm only relatively familiar with Game Maker, though, and since I only have the free version I always feel slightly discouraged when using it. I'm better versed in C++, but not well enough with the SDL libraries yet (still been reading up on Foo's Tutorials)- so even though I would love to be mentored in any shape or form, I'm a bit bummed there.

If this gets finished, it will be the first complete game I've made a concept and sprites for, and my first complete compo entry. Hand Shake LeftGrin:handshakeR: Assuming I don't tinker around with coding, at least.
166  Developer / Art / Re: If you have a digital camera and an original gameboy, then I need your help! on: February 22, 2009, 11:41:14 PM
No, sadly, they were black and light-brownish/tan instead of greenish. Undecided
167  Community / Cockpit Competition / Re: Cogito Machina on: February 22, 2009, 10:49:03 PM


Latest mockup!



I think I'm doing good graphical headway, here, maybe? Spritevolution! Gentleman
168  Community / DevLogs / Re: Project Solidarity on: February 22, 2009, 10:42:16 PM
Vertical squiggly lines may work for a waterfall/brook/some body of liquid flowing downwards (or upwards, if you're into fantasy or crazy physics reversing super-moves) vertically.

Still looks nice, but it looks like it would be strange to see anyone's head poking out of that body of water.
169  Developer / Art / Re: If you have a digital camera and an original gameboy, then I need your help! on: February 22, 2009, 10:35:40 PM
Would a red Game Boy Pocket be acceptable? I could fetch mine sometime soon.
170  Community / Cockpit Competition / Re: MECH-THING on: February 22, 2009, 10:27:07 PM
Justification for the red is that the computer does this to 'hostiles' to make them easier to spot, right?  Wink

No, they're actually completely covered in bright glowing neon red paint. The enemy faction has absolutely no sense of camouflage, or are overly confident that their favorite color will lead them to victory no matter how easy a target it makes them. (That, or they're aware that all mechs' crosshairs are red, and are hoping this will throw enemy fire off-aim if they can't see their crosshairs in a mass of enemies)
171  Community / DevLogs / Re: Project Solidarity on: February 22, 2009, 10:18:48 PM
Hand Thumbs Up LeftKiss J'approve!

I still think it would've been interesting to approach a tree-looking object only to unceremoniously get stomped on by the camouflaged creature.

Also, maybe the water is contaminated? You may want to use the traditional but slightly silly 'squiggly waves'. It does look fit for, say, a sandy beach tile?
172  Community / Indie Brawl / Re: Indie Brawl: Music (Updated with 3 demos) on: February 22, 2009, 12:37:25 PM
Oh, I see now.

I think it'd be interesting to see people's renditions of what they would think music for a music-less game would be like though. Flex the artistic and creative licenses, allowing room for innovation- who knows, you might end up with a song that people can't resist playing at the same time as they play the original games- and it might actually fit pretty well.
173  Community / Cockpit Competition / Re: LARGE HARDON COLLIDER [DEMO] on: February 22, 2009, 12:32:21 PM
Actually, I upgraded the girth when I first started, to 1.20. I understand the logic with the range, but I suppose I like the risk of making my weak-point larger or something?
174  Community / Indie Brawl / Re: Indie Brawl: Music (Updated with 3 demos) on: February 22, 2009, 12:17:53 PM
Okay, so where does everyone else stand in the spiritual remix vs. unrelated indie remix issue?

I stand confused.

I see no problem with either. If possible, I wouldn't mind having both (50%-ish chance of one appearing instead of the other or something)- if I had to choose between the two, I'd rather have a spiritual remix.

But I'm not entirely sure what unrelated indie remix is going on about here.
175  Community / Cockpit Competition / Re: LARGE HARDON COLLIDER [DEMO] on: February 22, 2009, 12:13:30 PM
I'm surprised that the point system isn't made to look like a certain type of supplemental drug spam.

Young Co-Eds need it! Today! I should apply soon! Or else the universe might blow up!

... anyway, I enjoyed the little demo, though it took me a while to get used to the controls and the speed. Also, drifting felt a little unpredictable, and when it didn't, I barely noticed it.

Edit: I guess you could say I had trouble controlling my hardon.
176  Player / General / Re: TIGger food on: February 22, 2009, 11:58:49 AM
I... I...

... I want to make Cooking Indie if this thread gets big enough.
177  Community / DevLogs / Re: Project Solidarity on: February 22, 2009, 11:56:05 AM
Hey, I said I liked it! Giggle

For someone with 'no art talent', you've got a lot of style. I'm curious as to the surprises, though, but I suppose it's one of those things that's better 'under-wraps until you find out for yourself, hands-on'.
178  Developer / Art / Re: TIGer Paint on: February 22, 2009, 11:50:57 AM
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179  Community / DevLogs / Re: Project Solidarity on: February 22, 2009, 11:41:09 AM
I like this style- even if that tree looks like a menacing stick-legged monster.

P.S.- I don't think he meant 'dream' the same way you think he meant it, Masna... Unless you're a fan of people's ideal games.
180  Community / Indie Brawl / Re: Indie Brawl: Creator Permissions on: February 22, 2009, 11:38:44 AM
Soulli: Players, casual or not, enjoy rewards. I understand where you're coming from, though.

Regardless, anything like that should be left until we've finished enough characters to say "okay, well, I don't think anyone will get bored if they try a new character each time they play, now". I just like spouting ideas off as they come to me.
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