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643
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Developer / Playtesting / Re: Zompocalypse
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on: September 25, 2008, 03:30:40 AM
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As I've told you on MSN, on the "white guy" you can clearly see the zombification, but not so much on the other dude.
Just fixed then  Honest... Man this looks good. I'm very interested to see how the gameplay turns out. Can't wait to play it.
One thing: It looks wierd with the 3rd screenshot being a bit brighter.
For some reason my video capture keeps doing that (those pics are just actual res from the video above), not sure why. This looks awesome indeed! When it comes to feedbackit doesn't look like there's lots of stuff that need improving, the only thing that comes to mind is that even though the backgrounds on the levels are great, they come off as a bit... Flat, or low, so to speak. Maybe you've already implemented it, but I'd like to see some more of either stuff in the bakground to jump on and such, or just general changes to the topography ^^; But this sexy and teasing preview does bring up a craving to know more about the game mechanics, such as how will the level system work, and what does it entail? Since you chose to make the portrait more and more zombified the more they get hurt, as opposed to making them bloody and beaten up, what will happen when they die? I got to thinking about Metal Slug 3s reversible zombie state of awesomeness, but nvm  Oh, and those numbers over shot zombies, is that just points, or will there be some currencyspending in this game? :3 Really looking forward to this one, thanks for teasing us!  Rokay, graphics first, yea we probably will expand the backgrounds in future releases, the game is played on a entirely flat playing field, so that might be why it feels very all in line, very little height in it etc, but excellent crits reguardless. The popup points are mainly for rankings when you die/when you win, and levelups are a feature we plan to expand much more in the next release, but for now, each levelup drops you a higher tier weapon, not to say low tiered weapons are bad, you get upgrade kits to weapon shooting speed and shooting damage which allow you to upgrade low tier weapons beyond there normal power, strictly speaking though, higher the tier of weapon the better. The order is pistol>shotgun>submachinegun>rifle>flamer>rocketlauncher, There are three weapons that didnt make the grade will probably be in next time. Its not the most ideal system yet, but we didn't realy want to add a ammo stat to each character as I think manual reloading is enough of a micro thing without having to worry about monitoring your ammo levels, and we wanted the players to level a weapon or two and grow somewhat attached to it 
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644
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Developer / Playtesting / Zompocalypse (Download Beta)
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on: September 24, 2008, 10:02:29 PM
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Games done, should be up on www.toadtrip.com in the comming days. READ THIS SHIT: Okay, Its late here, so this no doubt will be edited when Im less tired. First things first, this is a early beta build, this forum is the first place on the entire internets (the only for now), so there will be bugs, there will be incompatibilities, please don't winge too hardcore we know theres loads of bugs still, second thing is we don't get allot of time to gamedev, so progress will usually always will be slow. Now that thats sorted, next thing relates to content, for the sake of our sanity, allot of features are missing for the beta build to add some value to the builds we plan to whore of for truckloads of cash and hookers later, we are also big fans of adding new features to it, so if you have a great idea that you would like to see in future builds post it, we care what you think, we really want to keep building on this game, we have plenty of ideas for release 2 which will probably be around Christmas, assuming we get more than my mum buying a copy. As it stands 360 controllers should work fine, other controllers are untested but give it a shot, though fairly untested we are looking for anyone to break the two player, since its where its at.  There are 6 levels in this build (about half of whats in the full version), we are aware that some of the bosses are a bit wussy, and theres no downtime or break levels, we have driving stages to the point of polishing where you cruise down the highway in mcpains squad car or smackdown's tank turning hordes of zombies into roadkill, that should be in within a week or so with any luck. Drop me or noodlejuice some feedback, bugs, whatever , either pm, post here or email at [email protected] , much appreciated.  BUGS (0.15 updated): -boss ghoul doesnt play death animation -rocket needs to use unloaded graphic after shooting -shotgun gliding/moving in idle state. -Keyboard navigation on menus -Add additional flamer upgrade stats. FEATURES R1: -Character select on startup. -Add in go signs even when not on the same screen as the indicator. -Clown boss needs a less lame attack pattern. -driving level -credits screen -Online Highscore/end screen -elevator doors with zombies riding the elevator into the level. OLD SHIT: So those who didnt see the post in art and design awhile back, this is a game Ive been working on on and off with my friend Wes, its called Zompocalypse. This video explains most of it: And some pics.      The game will probably be $9.95, Ive been realy thinking hard last few weeks if it should be freeware or not, I guess the turning factor is any money that does come in from the game will be recycled back into the game, hopefully building on the content, but if its cool with Wes I might stealth the final game onto Tigsource if its all okay, because you guys rock, and without talking to some of the people on this forum, I wouldn't even be making games right now. Okay so back to the game, its a side-scrolling zombie shooter, with pixeled art, physics, co-op, lots of shit blowing up, heads exploding and zombie babies being kicked, If that doesn't make you errect then I guess I have failed. We are pretty much done minus a few UI features, we are realy looking for testers who can find some bugs in the current builds, Eric is mah main testing man at the moment but any more is most welcomed, especially those of you who can test two player (friend required), I understand if not though. We think we will probably be still working on this game for some time after release, theres still alot of features that didnt make the grade, but we would like to stick them in in future releases, but Im guessing first release will be here in a week or two, partay. Before the testing build goes up here, id love and feedback reguarding anything you see above. Thanks for reading, and edit: forgot! my email is [email protected], hit me up on msn if you are keen on playtesting/bughunting/etc, big thanks to joel from studio 13, Mr Mark Doomlazer, Eric and a few other peeps I missed too :>
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645
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Developer / Playtesting / Re: Arc Aether Anomalies
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on: September 24, 2008, 01:01:25 AM
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controls were a bit too floaty, and its a pain in the ass to collect the cells, maybe make them move toward you when dropped or something, very pretty, overall great job  Actually, to be honest, shooting spore things isnt the best part of the game, but the enviros and atmosphere itself, I think you should realy expand on that and make that the focus, like swimming around inside someones body, hell yea, and have shooting as the secondary focus. Also, I dont know how hard it would be to do, but making the walls of the (whatever it is) spongey, would be badass.
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646
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Developer / Business / Re: Pricing tips?
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on: September 21, 2008, 09:23:20 PM
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id pay 10-20 for a good indie game for sure. I don't think I'd ever charge for an indie creation. Donations, sure. But a flat fee, no way. If you wanna make money in the gaming industry, go get a job at a gaming company and be miserable like the rest of us. THAT'S MY MOTTO :D
Whats wrong with earning money making games?
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647
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Player / Games / Re: Game Development: Why do we do it?
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on: September 21, 2008, 04:37:44 PM
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[ because I want to be rich, game developer rich.
Do I smell sum DAIKATANA on your future? Im pretty sure im unable to link money to bad games, if anything money makes it all the better, dont you know?! :D I'm not sure, Romero's downfall was heavily linked to him acting like a rock star and burning cash in frivolous stuff instead of getting his shit together about his company. That, and having a black guy named Superfly Johnson in a game. You cant tell me if you made a few million dollars on a supadupawtfhitgame you wouldn't drop it on a ferrari some hookers, I think game developers have there priorities wrong.
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648
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Player / Games / Re: Game Development: Why do we do it?
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on: September 20, 2008, 02:11:16 AM
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because I want to be rich, game developer rich.
Do I smell sum DAIKATANA on your future? Im pretty sure im unable to link money to bad games, if anything money makes it all the better, dont you know?! :D
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650
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Developer / Art / Re: show us some of your 3d artwork
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on: September 16, 2008, 05:44:29 PM
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sik head dude, something about his eyes dont sit right, but apart from that its awesome.
edit: I think they need more gloss n shadow or something, cant put my finger on it though.
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651
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Player / Games / Re: Bob's Game
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on: September 16, 2008, 12:58:47 AM
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The game looks kind of bad. It's a real warning sign when he spends the first minute of the video gloating over his uninspired artwork for cliched characters (and then the next minute is just him in his underwear  ). It could be good, but he should really drop all the hype, especially about being 'the last 2D console game', which is quite ridiculous. Also, being the largest game of anything doesn't mean it will be good. Whats bad about it? Dudes got mad devotion, I dont think we should be shootin him down cus he spent some time on his art and is proud of it, I hope he does well, realy. Sure the graphics arent uber, but they def arent crap.
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654
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Player / Games / Re: Flash Games vs. Indie Gaming?
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on: August 25, 2008, 04:54:43 AM
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Hahah i can so relate to that Farmergnome. I have big dreams of making awesome games (in flash) but I've got a half finished dodgyass game that could make me some money real quick. Just... can't.. bring myself to do it.
Hahah so true, I just finished porting one of my unreleased games to as2, im realy seriously selling it, but exactly like you, dont realy want to release garbage (or anything judging by track record!). Its hard when you got bills to pay and dreams of making bigger better games, but cant bring yourself to sell the simplest of games, own worst enemy? Edmund is clearly awesome Alec, thats his excuse. I would love to hear from some people who have made decent coin producing quality titles in flash for sponsors, not some dodgy few hour long shovelware, I mean something that took weeks to make, it seems quality is only dictated by how much these sponsors pay to the majority. Ive heard rumors some games fetch into the 10k + range, though few and far between, most seems to be under 1k ish, which would explain why most of the games are built to that budget, in general rushed, cloned garbage. Im ranting, but I hope im moving in the right direction.
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655
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Player / Games / Re: Flash Games vs. Indie Gaming?
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on: August 25, 2008, 04:18:18 AM
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haw haw haw no. What says indies cant be in the flash market, its just a tool after all (I guess it should be, browser vs downloadable). I think its just flooded with alot of crap, but then, so is shareware and freeware, whats wrong with making some money of sponsorship? I for one am learning flash so I can in future churn out cheap shitty click shooters and finally reach my longstanding dream of making games for a living. Oh im so confused 
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656
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Developer / Technical / Re: Multimedia Fusion 2 pros and cons?
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on: August 21, 2008, 06:44:51 PM
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Getting back to the original question, making platformers in mmf2 is fucking ezy, bonesaw is a living example, if u want more I have a few prototypes laying around and my failed eegra.com attempt, with the platform object, it will take you, maybe a minuute to implement full platform movement, it wont be good as doing it all yourself, but price you pay, its usually the more complex shit that mmf2 bogs down on, you will find yourself designing games that fit into 1 frame, haha.
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658
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Developer / Technical / Re: Multimedia Fusion 2 pros and cons?
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on: August 21, 2008, 04:28:21 AM
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skydiving academy was made purely for hwa - 800-600 with decent performance [...] HWA is still beta last time i checked, so alot of the cool shit doesn't work yet (fullscreen?), but its worth learning as I have faith clickteam will kick some serious ass on it. What is this HWA thing you speak of? Skydiving Academy worked full-screen on my windows laptop, although might it have been using a maximised window 'over' the rest of windows? Either way, I had a much better fullscreen experience than I do with most MMF games, where fullscreen doesn't work at all. hardware accelerated, its in beta atm, same with java, check the clickteam forums to download the latest versions of both.
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659
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Player / Games / Re: The Spirit of Independent Gaming
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on: August 20, 2008, 09:03:34 PM
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One part of my wants to love indiegamer.com, the money hungry / I want to make games for a living part of me, not sure if thats a good thing or not, I think its kinda unavoidable though, im assuming most people posting on Tigs who are at the age where your paying rent/mortgage/bills etc, have at least considered making games for a living, and indiegamer.com has alot more members that treat game development as a job rather than a hobby, and can be good help at making games for a living more real, purely on a business level.
I cant say much for the actual gamedev talk over there, its like another language to me...
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660
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Player / General / Re: Bionic Commando: Rearmed
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on: August 20, 2008, 03:06:56 PM
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it just froze on my 360. :<
(Lucky no red rings or anything like that, it's only just come back from the dead)
Waaiiiit for it.... just wait for it 
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