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241  Developer / Art / Re: TIGSource: Renditions! (current subject: DONKEYKONG!) on: February 20, 2009, 10:25:45 AM
242  Community / Indie Brawl / Re: Indie Brawl: Liero on: February 20, 2009, 06:42:06 AM
Throwing.



Come back to us, Kovski! Cry

I know this might sound weird, speaking about a purple worm and all, but, doesn't that animation need a little hip and upper torso movement? It kind of looks like... like a wrist-swat. "No touchy the gun."
243  Community / Old Competitions / Re: Love-Letter-Comp for Valentine's day on: February 20, 2009, 06:13:27 AM
Coulomb's Law was fun- it was especially interesting experimenting and seeing how I could win certain levels by using less Positive Charges than I was given.

European Hand Love With Boy is one of those games that is made difficult due to its controls. I got the hang of it quickly, but died a couple of times on the second one due to... well, anyone that's gotten to the end of the second one will know.

Heart Heist is wonderful, but... I haven't beaten it, with any character! I got really close with Ladybug, and died at the last second. 4 Hearts isn't enough for me, I guess- and every time I managed to get an extra from the kidnapee, I'd get hit immediately after picking it up, nullifying its worth. Still heck of a fun game, though apparently Ladybug's "enemy bar" glitches at some point (she doesn't have the ability to attack, so I guess at some point it counts fishes/flower type enemies? It was working fine until I entered the lava world...)

I Love You made me laugh. It was spelled out for me clearly when my main character started shrinking.

Kiss Me makes me remember Treasure Treasure, which I enjoyed playing with my girlfriend.

Love Letter, though nice and pink and psychedelic, sort of... I don't know. The lack of interactivity (and the noise) didn't leave much for me to appreciate in the end. But I guess it's tailor-made for one person.

Love Me was... what? Well, it wasn't very challenging for me, but, uhm... It did make me quirk my 'brow.

Lovely was stunning and atmospheric, and for a moment I was wondering if it was the offspring of the CommonplaceBookCompo and the LoveLetterCompo.

Mouse and Mouse is an entertaining puzzle game, but it seems a little weird as to
how it works as a two player game to me, I guess? I didn't originally know it was for two players when I was first playing it. And now that I think about it, I'm not sure if the goal of the game IS to make the two mice meet, anymore. Was it supposed to be a race to the bottom?

The Magic Catflap has nice sprites, but- though stylish- the camera panning was sort of... I don't know. It felt odd, yet I know that it wouldn't work any other way.

Tuxedo was another odd game. I accidentally pressed SpaceBar while playing it and found something interesting, but in the end I wasn't sure what the goal was, if any. Again, feels tailor-made for one person.

Valentine is nice and full of, well, a message. But its limited interactivity... again, tailor-made for one person.

... I sound preachy.
244  Community / Old Competitions / Re: Love Letter Competition Voting on: February 20, 2009, 05:38:29 AM
Submit my votes. I must say I was rather torn when doing so. Great job, everyone.

Too bad the results aren't privated/privatized/whatever'd yet.
245  Community / Indie Brawl / Re: Indie Brawl: Character Submissions on: February 11, 2009, 07:38:30 PM
Some ideas for things from Yume Nikki have been mentioned, but none of them seemed like they'd work all that well. Madotsuki might be a bit obscure for the main roster, but would probably work as a support character. I've never played the game, so if anyone has any suggestions for what she could do, I could certainly use them.

I can think of a lot of things, but Madotsuki sadly has a LOT of powers, and most of them are aesthetic in nature (i.e.- hair color changes). She could be the equivalent of Tingle in-game, however, where upon summoning, she could have multiple possible actions, ranging from useless and distracting to dangerously powerful. I'd volunteer making the sprites for anything I suggest if so desired.

Though this would make yet ANOTHER creator permission we'd need to get if we go with it...
246  Developer / Design / Re: Let`s imagine the most enraging game ever ! on: February 11, 2009, 07:21:10 PM
Basically a game that replicates the hundreds of bugs present in most commercially released games these days, everything from graphics and sound driver problems thru to bizarre crashes to desktop and computer resets. Then offer a patch every day that fixes one of these problems, but introduces 2 new bugs... rinse and repeat...

Why not just make a procedurally generated glitch system, where every 20 minutes a "patch" will be generated and "downloaded", that switches up which glitches are and aren't in effect during those 20 minutes of play time? Stuff like falling through the floor, or frame-per-seconds going wonky, sprites being replaced or repeated everywhere, transparencies suddenly not working, and of course, blue screens of death and command prompts. Occasionally, you will be harassed by a Game Master or Admin, and then PvP will randomly be enabled for other NPC characters around you (preferably when you yourself are unable to attack).

So, basically, take the worst out of every MMO and make into a survival game.

...

This sounds like ".hack".
247  Community / Indie Brawl / Re: Indie Brawl: Creator Permissions on: February 11, 2009, 07:13:38 PM
in the first N64 game, they used only heroes, and it worked just fine.

Donkey Kong used to be a villain, though. But maybe I just like loop holes!
248  Community / Indie Brawl / Re: Indie Brawl: Stage Design on: February 11, 2009, 02:28:48 PM
Am I the only one who kind of thinks that the Knytt stage should contain damaging obstacles in the form of those few small enemies that spring up from the floor and sprout spikes when you get near them? Just a possibility if people decide to not keep Knytt's stage plain and simple.

Also, pools of water could have the same effect as a bottomless pit, and would fit very well with the waterfall background and some of the earlier parts of the Knytt games.
249  Community / Indie Brawl / Re: Indie Brawl: Trilby on: February 11, 2009, 02:25:25 PM
I think you should try making his umbrella a little bit longer.

Also, I`d make his forearm a little bit thinner and his legs look more like straight lines, but that`s just me and that might not fit with the other sprites`s style very well.

Style is exactly my issue. I'm not sure how much freedom I have to tinker with it, really (I've probably stretched the limits as it is by changing the pose). But yes, a longer umbrella would look better. I want to modify the legs, but am afraid they'd lose the 'bendy leg' style Oracle does to them (look at Quote), though Oracle's style bothers me (look at Quote's jump cause his pants to swallow his show- in an odd way).

I think he looks too umm... fat and muscular or something like that... I mean he's too wide and he doesn't look dexterous. And the legs look weird.Other than that, it looks nice  Hand Thumbs Up Left
He looks like goddamn Popeye. Maybe try the other arm?

This comes back to style. Looking at the original sprite, it looks like the forearm is thicker/conical in comparison to the other end of the arm, which is thinner. It doesn't make Quote look beefy, but then again, Quote isn't wearing a suit. I'll try to make it thinner.

The breathing looks good, but:

-slow the frames down a bit, right now he looks like he's panting, which doesn't fit with his relaxed posture.

-He doesn't have to lift the umbrella with every breath; it serves no purpose, and right now it looks like he's jerking forward b/c he's patting himself on the back with it. Plus, it saves you some work.

-The movement of his coat has a really cut-and-drag, paper-doll feel to it, instead of him being one cohesive body.

1) YES, I know, and I hate it, but I was sleepy and just wanted to have something. Gragh.

2) It was the idle 'fiddling' I was thinking of at the time, and yes, I made him jerk forward when patting himself with it. It doesn't really happen in-game at all, and I don't think Trilby would do anything like that, but it was a 'for now' type thing.

Other idle fiddling ideas include adjusting his namesake, pulling on his gloves, adjusting his tie, and looking at a watch/card.

3) Hence why I plan to pixel each frame instead of copy and paste it once I re-do the animations. I split him up into several parts and tried animating him piece by piece when I did this, modifying small things, but really, it doesn't fit in with Quote, Bonesaw, or Naija's idle movements, all of which look rather fluid in all areas, as opposed to just some parts.

Anyway, I'll see what I can do after this second quiz. It'll take a while though, since the class doesn't start until... three hours from now.

He needs to be slimmer.

Word of warning: Without his conical arms and legs, Trilby's slimness may look anorexic when placed next to Quote and Bonesaw, but will look a bit logical next to Naija and what's been done of Xoda so far. I can do it, but it won't look very... 'Oracle-y'?
250  Community / Indie Brawl / Re: Indie Brawl: Liero on: February 11, 2009, 03:29:59 AM
Trilby currently has this happening to him as well, and I would very much like this issue to be prodded at for both characters.
251  Community / Indie Brawl / Re: Indie Brawl: Trilby on: February 11, 2009, 03:25:43 AM


Urgh I'm too sleepy to perfect his breathing at the moment. Not finalized in the least.

Yeah I also prefer the unmasked one. I like the new pose too, but why did you switch his umbrella? I kind of liked how he held it originally...

Well, during the entirety of Art of Theft, this is how he holds the umbrella (and there's no other time that he is holding the umbrella except a couple of times it is used in 15 Days a Stranger- incidentally the only other place the mask shows up). It also lends itself better for combat (a downwards swing from an umbrella already held firmly, as opposed to an upward swing with an umbrella that is currently around his wrist). I'll admit that there's a lot more possibilities for idle movements with his original pose (i.e.- adjusting his gloves, twirling the umbrella), but it all felt exaggerated and a bit too silly for Trilby's character. Those are my reasons, but if it's really that odd or uncomfortable, I can change it back and try to animate from Oracle's original sprite.

Urgh, the more I look at my cruddy 4 frame animation, the more I hate it, but it's a bit difficult to maintain somebody else's style through several frames. I'll try to pixel each frame from scratch later when I have free time. Have a couple of tests tomorrow.
252  Community / Indie Brawl / Re: Indie Brawl: Trilby on: February 10, 2009, 04:47:34 PM


I'mma go eat dinner. Rightmost two are the current edit + Art of Theft palette in use.
253  Community / Indie Brawl / Re: Indie Brawl: Items on: February 10, 2009, 04:46:03 PM
Major flash portals have no bearing on how indie a game is. There are flash developers that I would certainly qualify as indie, even though they get games on major flash portals. Edmund of Meatboy, for example. jtmb02 of Achievement Unlocked, for another. (For that matter, jtmb02 made Hedgehog launch as well, but I think Achievement Unlocked was better)

How about an achievement box? When a player reaches it, a message appears that says "{Character}: Achievement Unlocked: Got an Achievement Box [10G]".

It would have no other effect.

I think it would be more fun if it had a distracting effect, a-lá Resetti. The Achievement Unlocked message would keep popping up in random places for a set period of time, citing stuff going on in-game. (i.e.- Achievement Unlocked: Saw an Achievement get unlocked; Achievement Unlocked: Punched Player 2; Achievement Unlocked: Used a Recovery Move; Achievement Unlcoked: Fell off the stage after using a Recovery Move...)

'course, that sounds un-necessarily complicated.
254  Developer / Design / Re: Let`s imagine the most enraging game ever ! on: February 10, 2009, 03:35:17 PM
Oh, oh, oh, a game that makes you type to move, and you would always move one pixel!

like:

left
left
left
right
jump
right
right... and then you die.

Oh my god, a platformer with a text parser would probably reinvent the whole concept of enraging Big Laff.

Didn't Cactus already do this?
255  Community / Indie Brawl / Re: Indie Brawl: Trilby on: February 10, 2009, 03:07:13 PM


Sorry, I re-uploaded over the old sprites, so it's a cache-clearing-issue. Here you go.
256  Developer / Audio / Re: Show us some of your music! on: February 10, 2009, 03:01:15 PM

Awfully fun to listen to! It feels like the content of the song changes a lot. Kind of reminds me of Jungle Japes from Donkey Kong Country around the beginning, and then quickly starts changing into something else entirely. I liked it.
257  Developer / Design / Re: Let`s imagine the most enraging game ever ! on: February 10, 2009, 01:49:24 PM
there was a game I dont remember the name, but there was a toy rabbit in the begining and you could take the battery out of it. if you didnt do that and got to the end you needed the battery. so if you didnt get the battery in the first like 10 minutes, 30 hours later you found out, and you couldnt back track. you need to restart.

Space Quest IV. Not really that enraging if you ask me.

A game like Wonder Project J, where you cannot directly control your character and only try to educate them, i.e.- a glorified Tamagotchi with a plot. Except that if you fail, you actually have to see your prodigy's miserable life as a drunken vagrant prostitute- and it's unskippable and unquittable during this time.
258  Community / Indie Brawl / Re: Indie Brawl: Trilby on: February 10, 2009, 12:54:36 PM
Title screen art! My one weakness!

I'm not sure I can mimic Oracle's style enough to modify the existing sprite into something else entirely. I think it might just be better for me to make an entirely new sprite if I'm going to do that... but then I was afraid it would not fit the style of the rest of the characters. Hrm.



Current Idle stance in the Green circle. Better? Worse?
259  Developer / Art / Re: TIGSource: Renditions! (current subject: GOMEZ!) on: February 10, 2009, 12:16:59 PM
Great, now I can't stop thinking about Gomez carrying a tower of people-sitting-on-chairs as he scales a giant candelabra-shaped structure.
260  Community / Indie Brawl / Re: Indie Brawl: Trilby on: February 10, 2009, 12:13:54 PM
Is the umbrella behind the head supposed to be for his idle animation? It looks a little too convoluted for that, I think. Also, right now the handle of the umbrella reads as a huge brown mitten unless you look closely.

Art of Theft is really the only time we get to see Trilby constantly carrying his umbrella outside of the traditional "invisible infinite pocket space inventory" Adventure Games have, and I was trying to go for that. I'll go ahead and animate both the original and my version, and see which one feels better.

It felt a little un-natural when I was sketching the umbrella-swing movement to have him go from holding it on his arm to suddenly smacking somebody with it (unless he's doing some sort of uppercut motion, which still looks odd on Trilby), hence why I felt going for an Art of Theft pose would be a bit better to keep some sort of consistency to his attacks (and his poise)...

I'll try to make his hand stand out more than his cane. I should have two idle animations by the next time I post.
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