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541
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Player / Games / Re: I'm so indie...
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on: November 07, 2008, 12:51:37 PM
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I'm so indi (and sci-fi) I would dress up for Halloween, but none would know what my costume is.
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543
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Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
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on: November 06, 2008, 08:11:19 PM
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Non-fundamentalist.
In this compo the goal is simple: Take something that many games take for granted, and almost inconceivable to have changed in a game, and do the opposite of it. The challenge here is that you have to do something few, or no games before have defied, and make it fun. A few common laws of games that might be fun to brake: Your goal is to destroy all the enemies. When you hit a key in the same circumstances, it does the same thing. The boss is at the end. You are working against the person opposite of you on the good/bad spectrum. Even more...!
The idea in this compo is to think outside the box, and make something that defies what others include as fundamental design pieces, and somehow make it fun.
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544
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Developer / Playtesting / Re: Unattended Luggage [TIGJam:UK]
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on: November 06, 2008, 07:59:41 PM
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Yay, after only having one or two left on the final level several times and failing, I got the treasure  Fun quick game, though I got caught on the rough wall a few times. Also should have a boss 
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546
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Player / General / Re: The TIGForums Twenty 2008 Discussion
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on: November 05, 2008, 03:17:55 PM
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THE THE INDEPENDENT GAMING SOURCE'S TOP TWENTY TWENTY OH EIGHT BOOYAH
Also, can we get a running tally?
Sure. Start adding them up fartron. Problem is that people are allowed to edit up to the final day, so any tallying now might have to be redone.
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547
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Player / Games / Re: Runs on 2000?
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on: November 05, 2008, 01:02:08 PM
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Game maker games may work, and I've run Dwarf Fortress on my ME (95+2000), but it is noticably slower then on newer machines.
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548
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Developer / Art / Re: show us some of your pixel work
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on: November 02, 2008, 05:46:49 PM
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My avatar ( ) is the first pixel art I've done. Did it with MsPaint during some free time. Constructive criticism welcomed, I'm sure there's plenty of it 
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550
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Developer / Playtesting / Re: 10800 zombies [Completed and patched]
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on: November 02, 2008, 11:08:21 AM
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-The frog's tongue attack is really hard to dodge; it stays out longer than you can dodge in the air, and there's really no way to tell when it's about to use it. Maybe some kind of visual/audio indicator to give the player a split-second warning? Wait till it starts pulling you towards it, and jump, you'll get out, and take no damage. -The stage design is a bit haphazard in Area 2; when I had to jump over the chasm and push a button, being OCD as I am, I just had to explore every inch of the level, and tried to take a look around the platform room with the button. Unfortunately, I ended up dying in a bottomless pit and walking off the side of the screen, which wouldn't be so bad if A.) I didn't have only 3 continues B.) the game had introduced the presence of bottomless pits and walk-off-screen deaths using a method that didn't kill me. Which brings me to my next point:
Kinda agreed, but after several tries, I've gotten good and jumping it, just is a hard part. The lives. Oh, the lives. If partly because the 'GAME OVER' screen froze my computer and forced me to reboot, it was really annoying to have only 3 lives in the entire game. It's nice that at least I don't have to fight the same zombies I killed with my previous life, but having to start all the way from the first level again after my third death is pretty unfair. Like the other poster said, you can restart on a level as long as you beat the boss of the level before (I've found you don't actually have to go through the door to get the next level as an option), but I though I'd note that there is a hidden life in every level I've played so far.
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552
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Player / General / Re: The TIGForums Twenty 2008!
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on: November 01, 2008, 05:40:17 PM
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1. [50] Legend of Zelda: Link to the past. 2. [20] Dwarf Fortress 3. [20] Tetris 4. [20] Cave Story 5. [20] Super Mario Galaxy 6. [10] Legend of Zelda: Wind Waker 7. [10] Lego Star Wars 8. [10] Wii Sports 9. [10] Super Smash Bro's 10. [10] Mario Cart: Double dash 11. [10] Spore 12. [10] Blockland 13. [10] Zegend of Zelda: Twilight Princess
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553
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Developer / Playtesting / Re: 10800 zombies [Completed and patched]
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on: November 01, 2008, 02:29:10 PM
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When you are far away from the frog were the tong doesn't reach you, it will jump with the tong still out.
Rapidly hitting left or right on the main menu will cause some funny results.
Edit: The placement of the gun in the start of the second level doesn't help much, I was more talking about if you started the game at level two, and missed with the one shot of the grenade launcher that you get, so you kinda have to dodge the zombies to get to the pistol (no fun)
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555
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Developer / Playtesting / Re: 10800 zombies
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on: October 31, 2008, 06:53:55 PM
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I've gotten to the second level so far, and though I'd comment.
The menus: I love it, though it can be a little "what do I do?" at first.
The controls are very well done, and blend well with the gameplay, making it a smooth experience.
I got the hidden weapon on level one, but it doesn't do anything....
If you restart on the second level, it is very easy to run out of amo, and not be able to do anything and have to go back to the menu and restart.
Animations: Top notch.
Music: great
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556
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Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
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on: October 29, 2008, 01:40:09 PM
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Two is better then one.
How about a game were you control two main characters at the same time? You could have a platformer were you have to use the two people jumping through the world with slightly different attributes that makes it so they have to go through the level differently, but keep it going forward, so that the player either has to focus on both people moving at the same time. Or perhaps you could have a shot-em-up were you have two ships instead of one. Basically take a common game, and double the control. You could even have a RTS were you have two different bases.
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557
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Player / Games / Re: I'm so indie...
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on: October 27, 2008, 11:45:53 AM
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I'm so indie that when I wake up in the morning, but am still not quite really awake, I think about pausing life, or taking a break from it because I just want to lay in bed longer...
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558
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Player / Games / Re: LOVE
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on: October 26, 2008, 05:24:43 PM
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LOVE just keeps getting better and better. I can't wait to explore the world I get in. I only hope that even with the small world sizes, I'll be able to play with my friends, and not be stuck with a random server that is full of people I don't know and can't play with my friends...
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559
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Community / Indie Brawl / Re: Indie Brawl: Milestones
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on: October 24, 2008, 12:12:22 PM
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I think the idea would be that you only work on things within the current milestone unless there is nothing else left to work on, for you. So if all the characters were coded, but not animated, I might start coding another one, since I can't do sprites. But nobody would start to animate that character until the current milestone was reached.
Ah, ok, thanks for the clarification 
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560
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Community / Indie Brawl / Re: Indie Brawl: Stage Design
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on: October 24, 2008, 12:11:24 PM
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What exactly is that in?
I'd like to design a stage, but probably would just do the background image, and give it to someone else to put it in the game. So what size image or whatnot should I do it? (for the viewing area, not necessarily the whole stage because I might want to do some scrolling)
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