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1411258 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 12:53:48 PM

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61  Community / Cockpit Competition / Re: Chuck Yeager's BLASTMOSPHERE!!! on: March 01, 2009, 06:37:10 AM
I think pressing down should make you go up and the other way round.

Or add the ever-expected "Invert Y-axis" option somewhere?
62  Developer / Technical / Re: Is there a need for another game making tool? on: March 01, 2009, 06:33:49 AM
I could, but only after finishing reading the explanations accompanied by it.

I'm enthralled by what's been done so far, but yeah, it does need to be a tiny bit more user-friendly. But you made it sound like that's the goal once the game creation setting settles in.

I'm curious as to why you're forcing a 16-bit palette right now, though. I could take an uneducated guess- and I will: Will you be including a small mini-demo to show us what can be done with this once you're done?
63  Developer / Art / Re: When pixel art and polygons make love on: March 01, 2009, 06:18:44 AM
Apparently they're trying REALLY hard to keep true to the anime/manga?

I'm genuinely surprised, but I'm not sure if it's a good thing or not.
64  Community / Indie Brawl / Re: Indie Brawl: Lyle on: March 01, 2009, 04:47:45 AM
The phantom cube is weak if you don't upgrade it. It's as strong as a red cube (without the possibility of hurting yourself, I believe) when upgraded fully.

I don't know how you would like to take this- do we want to give the Brawlers their 'endgame' weapons, where available? Trilby wouldn't be the same if he was swinging around Freehorn's Blade, GK was constantly in Bonesaw mode, and so-on...

Either Lyle's Phantom cube could do random damage (from as weak as a blue cube to as strong as a red cube), or we could simply see if he's balanced between the rest of the characters and decide then. I think?
65  Jobs / Collaborations / Re: SpeIunky Campaign Collab - SHIGN UPS on: March 01, 2009, 04:43:19 AM
I'm interested, though slightly confused by the fact that it's going to be called Speiunky.
66  Player / Games / Re: LoFi RPG Jam at RPGDX on: March 01, 2009, 04:38:59 AM
Arg, I would have joined this if I seen it a month ago!
I'm working on an RPG, but I doubt it'll be done in time.

I'm half tempted to break out my Java and make a quick RPG in that. How much time could I get if I decided to? When is the  max deadline? cause it said it's flexible.

If all you've been working on is an engine, you could just work Sun-Mon to make the actual game content. But if you've been working on your particular RPG for longer and have made actual game content, it probably doesn't fit with the theme at all.

Terry's allowed people to work Sun-Mon on this, so I don't see why he'd tell you not to.
67  Developer / Technical / Re: Is there a need for another game making tool? on: February 28, 2009, 09:39:25 PM
I'm sure Derek or someone will move this topic in due time.

That aside, it does sound pretty awesome, and if free (or at least available as a trial with reasonable features enabled), I will be happy to tinker with it as soon as it comes out. Gentleman Godspeed.
68  Community / Indie Brawl / Re: Indie Brawl: Items on: February 28, 2009, 09:24:08 PM
After I replied to the PM, I was thinking of Ogmo in the context of indie brawl, and as a character he would be very strange as he has no real attacks.  As an item he could be interesting though.  When he appears he would perhaps be laying down (ducking) with his eyes closed.  A player could pick him up and throw him and after hitting an enemy or landing, he could simply run and jump and double-jump around kinda-randomly, hurting enemies he runs into and disappearing after a certain amount of time.  Maybe he could even occasionally wall- or skid-jump?

If there is only going to be one item from Jumper (and there obviously would be at most one), I think it'd be much cooler to use Ogmo than the arrow.

I had a different idea, so I'll just go ahead and quote it here to see what you and others think of it- I'm sure Soulli and chutup will look at it from a coding view, whereas everyone else can offer other insights into it. Soulli has been trying to think of how to work Ogmo in for a while, actually.

About Ogmo- I'd love to include him somehow, but so far, I haven't had any good ideas. If someone can think of a good use for him, I'll almost certainly add him.

Ogmo might be good as a TIGBoxer. He could run across the stage and traps could spawn where he runs past (i.e.- he's dodging the traps, but they're being set up for the fighters).

Does that sound like a good idea? I can try to think of something else, later on.

Discuss, guys.

Also, Imp, That is freaking adorable. But should we go for a slightly isometric-3D-ish-look for 'im, like the Karoshi sprite Plasticware posted a while ago?
69  Community / Creative / Re: Technical Game Designer position at thatgamecompany on: February 28, 2009, 04:01:56 PM
When we're people that made Cloud and fl0wer, it's a little (read: very) hard to get mad at them, I'd think.
70  Developer / Art / Re: Art on: February 28, 2009, 03:59:12 PM
Figured I might as well pimp myself here.

(+1 notch of respect to whomever can tell me what that says).


Well the cursive obviously says Dream Diary.

But godsavant, I think you should give yourself that notch of respect. Kiss
71  Community / Indie Brawl / Re: Indie Brawl: Trilby on: February 28, 2009, 02:12:06 PM
Yeah, it'd be purely aesthetic and for homage purposes.

I guess it's up to whomever coded Trilby, but if it's a purely random thing (i.e.- it might happen everytime Smoke Bomb is used or something), it'll make Trilby the only character with two sprite-sheets or whatever- Bonesaw's differences aren't purely aesthetic.

It's no trouble at all to make both (at least until I do some poses where Trilby's hair will be more prominent), but, yeah, it's a low priority until sprite work for other characters isn't needed.
72  Player / Games / Re: TigBox on: February 28, 2009, 09:28:13 AM
No, Landfall is Toastie's entry for the Cockpit Compo.

Sorry, Paul, I'm confusing most of the time. Embarrassed
73  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: February 28, 2009, 08:24:38 AM
Since I haven't seen anyone bring it in here from the IB thread:

"What You Expected" Compo
Make what you thought a game was going to be like before you played it, based on its name, screenshots, description, or early gameplay videos (or even wildly inaccurate reviews by someone who just woke up feeling particularly angry for some reason, then stubbed their toe as he sat down to play a beta version of the game, and their keyboard was sticky with some unknown substance making their experience severely unpleasant). Ideally, it should not be like the actual final release of the game you're basing it on.
74  Player / Games / Re: TigBox on: February 28, 2009, 08:09:36 AM
The flood of Compos (i.e.- Landfall) is probably keeping certain key people busy. (and that's a good thing, I think, as it means more games)

Oh well. Shrug
75  Developer / Playtesting / Re: When The Bomb Goes Off - Now With Demo on: February 28, 2009, 07:46:21 AM
Jumping is unresponsive at times, making parts of the game really frustrating.

That aside, I loved the game. Could never get over 80% in one go because jumping sometimes didn't work, but at least I managed to do each of the different things in separate runs.

The "you have to land on and stay on the bird one" is probably the hardest one to do consistently.
76  Developer / Art / Re: show us some of your pixel work on: February 27, 2009, 01:36:16 PM
...Am I the only one who was reminded of the Planter's Peanuts guy by the main character?

No, but I felt that it may be in bad taste to say anything that would have had the possibility of sounding like "your game is nuts".
77  Community / Indie Brawl / Re: Indie Brawl: Creator Permissions on: February 27, 2009, 10:19:09 AM
About Ogmo- I'd love to include him somehow, but so far, I haven't had any good ideas. If someone can think of a good use for him, I'll almost certainly add him.

Ogmo might be good as a TIGBoxer. He could run across the stage and traps could spawn where he runs past (i.e.- he's dodging the traps, but they're being set up for the fighters).

Does that sound like a good idea? I can try to think of something else, later on.
78  Community / Indie Brawl / Re: Indie Brawl: Character Submissions on: February 27, 2009, 10:13:24 AM
I think we ought to include some of Bernie's stuff, at least as a stage, support character or item.

I can try to think up a moveset for both Kittey(or the Arch-Chancellor) and Glasses on the info. I collected if you'd like, Soulli.

The Moon would be the ideal stage for Bernie's games- all his platformers but Treasure Hunter Man have something to do with something going on at the Moon.

Of course, if we go the route of Reactor 09 or Cedric and the Revolution, we'd come up with dramatically different stages... Though I think anything from Port Kruz would resemble Zelda a bit more than we'd expect when translated into a stage.
79  Community / Indie Brawl / Re: Indie Brawl: Trilby on: February 27, 2009, 07:02:25 AM
By the way, maybe the mask thing can be incorporated into a special attack or something?

How so?

I can't think of anything from the current move list that would fit well with Trilby taking on or off his mask except for the smoke bomb, and even then, it'd just be an aesthetic thing, wouldn't it?

Anyway, I'll restart working on this once sprites for my Cockpit Compo entry are over and done with.
80  Community / Indie Brawl / Re: Indie Brawl: Music (Updated with 3 demos) on: February 27, 2009, 06:11:04 AM
No, I mean, I used Finale Reader and Audacity to record your .MUS files and make an MP3 out of them.

I don't think I can do anything with Reader, sadly. Durr...?

If I make something at all, I'll post it without qualms, no worries, but I'm not very confident as a musician (I feel I make better music with my vocal chords than I do with Musagi, and I don't think any of the games we have in IB are fit for a Crash Bandicoot type soundtrack). Shrug
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