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Developer / Playtesting / Re: Minecraft (alpha)
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on: August 17, 2010, 05:16:17 AM
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Tuning Fork is an interesting concept, but I don't know if it's practical, because sometimes there's just tons of junk in the way that would render it kind of impractical. And please don't make it detect stuff, because then the game would just become pinging walls until you found something and then digging in straight lines forever.
Yeah, hadn't thought of that. I just thought it would be neat if when you where checking a cavern wall to work out where than danm zombie is you could accidentally stumble over coal/iron in the wall. Assumedly though, the tuning fork (like other Tools) would have a limited number of uses. So you couldn't just spam it like crazy, or it would eat up your iron really fast.
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Developer / Playtesting / Re: Minecraft (alpha)
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on: August 16, 2010, 09:24:09 AM
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Dear Notch,
Add achievements/badges, yes?
I've been wondering if you could achive that serverside in some ghetto way. It would be pretty cool. As for the prospecting thing. Yeah, I was just thinking of a tool that made a different sound or showed a different result (like the width of vibration) base on the number of blocks it has to travel in from the opposite face of the block to reach a hollow area. More awesome if it could make a diffent noise for coal/iron/redstone deposits. So a few blocks would cause a high pitched noise, many would be low pitch. If it can't find anything or hits bedrock/obsidian or just reaches it's max distance you get a dull thunk.
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Developer / Playtesting / Re: Minecraft (alpha)
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on: August 16, 2010, 07:22:09 AM
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Dear Notch
Please add some kind of tuning fork like item that you can tap walls with to find out how thick they are to make it easier to find adjacent caverns. Also please continue being awesome.
And Creepers are fine they way they are. Wear armour, carry some healing items off hand and build a 2 tile wall all the way around your residential area to they can't get in (Actually, you can build 1 and 1/2 high as long as there is a big enough gap in front of the wall).
Now I'm going to resuming building my GIANT BASEMENT LIBRARY!
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Community / Jams & Events / Re: TIGJam UK3!
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on: May 18, 2010, 01:51:56 PM
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Got one - wow, my procrastination nearly kicked me in the balls there. Same here. Anyway, got my tickets now. All that remains is to show up and MAEK GAMSE!
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Community / Jams & Events / Re: TIGJAM UK 2 : POST YOUR GAMES
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on: January 22, 2010, 05:20:11 PM
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Arrow Keys - Move a kitten Mouse - Click on a kitten Only click the kitten you can control to send it to heaven, otherwise it goes to hell. Theme: Kittens, Hunting, Games that are longer than an hour. Jam Time: 60 Minutes Team: Just me. I got the music from Waterflames NG Audio portal. Prettyfying Time: 120 Minutes (added tiles, better kitten graphics, hud, death animations, title screen) Arrow Keys - Move and Jump Jump on the little girls heads and make the world miserable. Chain hits together for greater effect. Theme: Sunshine, Energy and Bubbles Jam Time: 180 minutes Team: Myself, Perrin (level design) and Terry (sound) Prettyfying Time: 120 Minutes (added background effects, combo meter, main character animations and improved hud).
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Community / Jams & Events / Re: TIGJam UK2 - Cambridge, 15th Jan 2010!
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on: January 20, 2010, 05:56:07 PM
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Agreed. The Espresso was poor and abused, the shots where run too long, not packed firmly enough and where bitter as a result. Not the worst I've had and the foam on the cappuccino was ok (one of the staff even knocked some of the big bubbles out  ). I really want my own awesome espresso bar so I can make my own espresso using my elite barister training.
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Community / Jams & Events / Re: TIGJam UK2 - Cambridge, 15th Jan 2010!
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on: January 09, 2010, 05:51:49 PM
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If anyone is still worried about the weather, I just about made it through the snow on my pilgrimage from Hampshire to Derby this weekend. Things looked pretty dire on Wed/Thur but they seem to be picking up fast.
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Player / General / Re: Legend of Helga: Spirit Tracks
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on: January 03, 2010, 07:26:26 PM
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It still took bloody ages to get through it each time. And I don't think it was a mistake either - they did it deliberately to pad out the game's length. That's sneaky.
To me this game seems to be just trying to pad out the series length. I liked it. The dungeon was thoughtfully designed for multiple play through and it was something new to the series. It's rare I see a Zelda game offer any real challenge that the player doesn't have to artificially generate by not picking up life containers.
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Player / General / Re: Doctor Who - Matt Smith
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on: January 03, 2010, 02:07:30 PM
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Matt Smith is ugly. I'm going to have to spend a lot of time looking at him thinking 'gee the Doctor sure is ugly now' before I start to appreciate his acting or well anything else. I'm glad RTD is leaving. These last few episodes he really seems to be loosing it as a writer for Dr Who. Waters on Mars with it's horribly forced humour and then the Christmas Day episode that was dark and slightly disturbing (on Christmas Day, for christs sake, so much for lightening the mood) when the 2nd part saw the return of that typical Dr.Who manic sense of silly and still also dramatic without being disturbing. The whole wasteland sequance was just...blah. Also, I HATED the way they teased the return of Dr.Donna (easily my fav character) only to have her randomly pass out. It had zero plot relevance and was a horrible tease for the whole episode.
Tennant would have gone out with so much more of a bang if they had just ended it with the end of Season 4. I'm more excited for the new companion. Amy Pond. She's easy on the eyes and looks like she might take the role in a new direction.
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