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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 11:26:43 PM

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1  Community / Competitions / Re: [oFFicial] Fall Folklore TIGER Assault - Oct. 3rd thru 31st on: October 22, 2011, 08:45:22 PM
Wait, I just randomly check into tigsource to find that the theme I suggested is running as a compo...and I only have 10 days to make a game?  Hm, I should get working.
2  Player / General / Re: Poll poll on: May 09, 2011, 05:56:35 PM
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3  Developer / Playtesting / Re: Minecraft (alpha) on: February 25, 2011, 10:21:20 AM
http://itunes.apple.com/us/app/eden-world-builder/id405743220


I'm not sure that these games belong in the same "genre", but they all certainly share the similar characteristic of being able to build things.

How one goes about building things and the usefulness of the built thing can be quite different.  I have no experience in Gary's mod, but I played a ton of Blockland a ways back (even got a map I made into the default install) and building things in Blockland is quite different than Minecraft. 

Then again, it seems any innovation in this category of games initially appears to be a blatant rip-off of something else.  Blockland was just unauthorized use of the lego ip, Minecraft was just infaminer, and Fortresscraft is just a rip off Minecraft.  Blockland has many features unlike anything you'd do with lego bricks, and Minecraft is now an obvious success in innovation.  I'd say withhold judgement on Fortress craft until the creator starts calling it finished.  If he effectively recreates Minecraft and calls his job done, it's a rip-off.  If he goes and does something completely new that neither Minecraft or it's mods has done, then it's the possibility for something new in this fledgling and promising development in videogames.
4  Player / General / Re: Global Game Jam - 2011 on: January 30, 2011, 04:20:02 PM
...Wow, I just checked the game jam site again to see that two sites finally were established near me...

I was pretty busy this weekend anyways, but still makes me sad I missed out on it again when there was a chance of me joining.  Next year...I will do this.
5  Community / Versus / Re: Versus Competition: Rules on: January 17, 2011, 01:40:56 PM
Question about the wording:
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For the TIGSource Versus Compo, the rules are simple: make a game that is about one human player versus at least one other human player. The rest (genre, online/offline, etc.) is up to you.
Does that mean players can't be on teams?  I get that people have to be competing, but are players restricted to be on their lonesome?
6  Developer / Playtesting / Re: Minecraft (alpha) on: January 16, 2011, 04:48:48 PM
I like the birch trees.  I like the texture and variety, and birch trees in general.


The only texture I (and many of my lan party friends agree) dislike is cobblestone.  Sure it's supposed to give off an aura of being rough, but the texture is not appealing and doesn't match the other textures well.
7  Developer / Playtesting / Re: Minecraft (alpha) on: January 11, 2011, 10:07:43 AM
I actually don't view red stone as power.  I more so view it as control.
8  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: January 07, 2011, 08:21:34 PM
Best line:
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Excessive time spent on the computer, communicating with his fellow hackers may cause temporary damage to the eyes and brain, from the electromagnetic radiation.
9  Developer / Playtesting / Re: Minecraft (alpha) on: January 07, 2011, 07:07:32 PM
That gif is really old, you know that?
Uh, no.  Who, Me?
10  Developer / Playtesting / Re: Minecraft (alpha) on: January 07, 2011, 03:51:12 PM
Saw this interesting pic on reddit on how mine cart boosters could work:



I care less about the booster part as I do about the prospect of windmills (and the use of power they generate), especially if they were required in grinding wheat <3
11  Developer / Playtesting / Re: Minecraft (alpha) on: January 03, 2011, 10:57:49 AM
I had 10 people over at my house on the first for a Minecraft lan party.  It was loads of fun Smiley


One problem I foresee though: Without internet connection, you can turn off online mode on the server but people still get the default name of "player", so the server kicks out people and only one person could be on at a time.  The problem was fixed by connecting the switch to the router (which we had to do anyway since my DHCP server software wasn't working...), but in the future, and especially for many gaming conferences where internet isn't available, the ability to play with internet connection is quite needed.

Relevant but less necessary is that you can't have custom skins without internet.
12  Developer / Playtesting / Re: Minecraft (alpha) on: January 02, 2011, 08:33:56 PM
Broken link...
13  Developer / Playtesting / Re: Minecraft (alpha) on: December 27, 2010, 10:36:10 AM
A simple request for lan parties:  The ability to turn off the spawn area no-editing.  I understand why it's there for internet games, but for a lan game, if someone boxes in the spawn I can go over and punch them in the arm.  It's confusing and annoying when not needed.
14  Developer / Technical / Re: .exe on HTML on: December 25, 2010, 08:09:41 PM
You can't do it with game maker, and if your using Java, get a proper book from your local library.  A descent Java book should cover making applets which can be placed inside a website (aka like minecraft does it)
15  Developer / Playtesting / Re: Fireplace (v0.5.3) on: December 23, 2010, 07:51:15 PM
Pure awesome.


I'm considering digging out my step-dad's old monitor (which looks like the one on the loading screen) and an old windows comp and running this...
16  Developer / Playtesting / Re: Two Weeks on: December 22, 2010, 07:45:00 PM
Some of my points have been stated already, but anywho:

1. Collision is very wonky feeling.
2. Not obvious what is a platform and what is a background, especially in the house.
3. There is an extra key in zone two.
4. Felt very linear and unsatisfying.
5. The perspective on the characters climbing ladders was very odd.
6. On the elevator at the end of the third second I jumped and fell through.  It then went down and disappeared.  I almost gave up, but went back as far as I could (only a few screens) and came back to no avail.  I then jumped inside the empty elevator shaft and I started going up, then an elevator appeared underneath me  Shocked
17  Player / General / Re: TIGSource, in THREEEEEE DEEEEE! on: December 21, 2010, 03:43:03 PM
Totally didn't see that before...

What software did you use to make the model?
Autodesk Inventor Pro.
18  Developer / Playtesting / Re: Minecraft (alpha) on: December 21, 2010, 03:41:58 PM
It's not that big of a deal....



I'd like to put an asking out there for some system of larger doors.  Epic large walls surrounding a great city are kinda boring without gates.
19  Player / General / Re: Tigsource, in 3d! on: December 20, 2010, 06:09:18 PM
Picky picky picky.

Glasses should be bigger imo. Aside from that, nice. Mass produce them for compo awards.
Yeah, many of the sizes are off, as I was rushed to get it in the next batch, and it's not so easy to get the sizes right using the reference picture anywho (it's at such a weird angle....)

I would love to be able to mass produce them, but we're lucky to have the 3d printer for a week as it is.
20  Player / General / TIGSource, in THREEEEEE DEEEEE! on: December 20, 2010, 06:00:43 PM


We have a 3d printer in our engineering class for a week, and we're all allowed to print off one thing.  I realized after the fact that the stick should have been longer and the head a tad bigger, but I still like it.

I'm also considering painting it, we'll see.
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