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162
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Community / Cockpit Competition / Re: Lead Ye Bots Redux
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on: February 23, 2009, 03:37:54 AM
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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!
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165
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Community / Cockpit Competition / Re: Cogito Machina
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on: February 23, 2009, 12:19:56 AM
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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!   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.   :handshakeR: Assuming I don't tinker around with coding, at least.
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168
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Community / DevLogs / Re: Project Solidarity
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on: February 22, 2009, 10:42:16 PM
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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.
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170
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Community / Cockpit Competition / Re: MECH-THING
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on: February 22, 2009, 10:27:07 PM
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Justification for the red is that the computer does this to 'hostiles' to make them easier to spot, right?  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)
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171
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Community / DevLogs / Re: Project Solidarity
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on: February 22, 2009, 10:18:48 PM
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  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?
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172
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Community / Indie Brawl / Re: Indie Brawl: Music (Updated with 3 demos)
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on: February 22, 2009, 12:37:25 PM
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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.
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174
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Community / Indie Brawl / Re: Indie Brawl: Music (Updated with 3 demos)
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on: February 22, 2009, 12:17:53 PM
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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.
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175
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Community / Cockpit Competition / Re: LARGE HARDON COLLIDER [DEMO]
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on: February 22, 2009, 12:13:30 PM
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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.
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176
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Player / General / Re: TIGger food
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on: February 22, 2009, 11:58:49 AM
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I... I...
... I want to make Cooking Indie if this thread gets big enough.
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177
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Community / DevLogs / Re: Project Solidarity
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on: February 22, 2009, 11:56:05 AM
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Hey, I said I liked it!  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'.
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179
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Community / DevLogs / Re: Project Solidarity
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on: February 22, 2009, 11:41:09 AM
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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.
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180
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Community / Indie Brawl / Re: Indie Brawl: Creator Permissions
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on: February 22, 2009, 11:38:44 AM
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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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