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101
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Developer / Design / Re: Musical game (and by musical I mean the stage play kind)
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on: August 13, 2011, 01:39:18 PM
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My current best idea for how the gameplay work is this:
The player can move around and interact with items. The player has to infer from the dialogue and music what they are supposed to do (it should be made somewhat obvious). If they fail to do that action soon enough, then based on how badly it affects the play, the player's "health bar" (not really pertaining to health or anything in particular) would decrease. If the run out of health, the scene stops, otherwise they get to keep going.
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102
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Developer / Design / Re: Musical game (and by musical I mean the stage play kind)
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on: August 12, 2011, 05:49:37 PM
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Well... there is Rhapsody, the "musical RPG". But that game just has cutscenes that happen to be musicals. There's nothing really intertwined with the actual gameplay.
Also, I believe Paper Mario had battles that took place on stage as if they were a play, and the player was rated on how skilled they were by audience applause. I think an RPG that took the theater aesthetic even further, into more aspects of the game, would be interesting, and have the potential for comedy.
I think I want more of an action game, so that I can events going on without the player's input and have it go with the music. However, I'm not sure what to do about the gameplay. I want to stay away from quick time events.
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104
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Developer / Design / Musical game (and by musical I mean the stage play kind)
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on: August 09, 2011, 07:12:34 PM
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Once in a while, people make games that show that you can make something fun by using a bizarre framing device. Like Space Channel 5. So I wonder if a musical and a game can be combined in a fun way. I haven't thought about it too much, so see if you can come up with any ideas on how to combine the two in an amusing way. My ideas so far: - Play music during loading screens as if they were scene changes
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107
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Player / Games / Re: Let's play Teeworlds
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on: August 06, 2011, 03:20:20 PM
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I was playing with Teeworlds today, and I decided to put 2 Minute Blitz back up. It'll be up for a while. And I made my own map, which you'll get to see if you play for a while. I think it would be quite fun to see a bunch of other TIGSource members playing.
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110
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Player / Games / Re: Space Channel 5
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on: July 29, 2011, 09:09:10 PM
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This game is pretty old news. However, I haven't heard the song you linked to before. It sounds pretty good so far.
Edit: I just love the boxes with the messages from the television station. They're so unrelated to the gameplay and they definitely add to the feel of the game.
"Tasty Cookin' (rerun)" will not be broadcast today
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111
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Player / General / How many horrible games did you have to make before you made a good one?
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on: July 29, 2011, 05:27:05 PM
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I have at least 10 horrible games in my portfolio. They're bad partially because of a lack of programming skills, effort, and thought, and partially because I was too young to realize they were horrible. I hope I'm not the only one who released a bunch of terrible games before I finally made one I'm proud of.
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112
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Player / General / Re: Hello Guys, Give me a light.
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on: July 28, 2011, 02:34:51 PM
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Also, Python is supposed to be pretty simple. If you find a game engine with Lua scripting, that would be good too. However, Game Maker is probably the best choice if you're new to programming.
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115
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Player / General / Re: Comfortable keyboards
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on: July 23, 2011, 07:42:41 AM
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I guess any style of typing is fine as long as you are reasonably fast at it. I don't know why you would want an ergonomic keyboard, to me they just look confusing. Normal keyboards are pretty comfortable.
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116
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Developer / Design / Re: Metroidvanias without upgrades
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on: July 23, 2011, 07:41:07 AM
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To me, upgrades are improving an already existing ability. However, I don't really want the player to be looking for new abilities either.
The environmental puzzle idea is something I thought of briefly, and now that I think about it some more, it sounds like a better idea than the inventory system, since you don't have to come up with a bunch of items and figure out how they interact with every area in the game.
I understand that upgrades give you a wide range of possibilities for level design, but how many times do people want to get the same jump upgrades they've seen in every other metroidvania?
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117
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Developer / Design / Metroidvanias without upgrades
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on: July 22, 2011, 07:04:25 PM
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I think sometime I want to make a metroidvania game. However, I don't want to bother with the whole standard jump upgrade and new ability thing. What would be good alternatives to upgrades? I was thinking of an inventory with various special or not-so-special items that you could use in certain areas, sort of like a point-and-click adventure game. Ideas?
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118
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Community / DevLogs / Re: Road Rage
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on: July 20, 2011, 11:18:07 AM
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The controls were pretty good. I wasn't expecting something with any complexity out of a game with this concept. Some people have already done this kind of game, and it's been pretty awful so far.
Maybe you should have the car move to the side faster if you keep holding down the button. Then it could easily get out of control, and that might make the game more exciting.
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119
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Player / Games / Re: Creepypasta in interactive form
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on: July 18, 2011, 09:29:27 AM
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I just played Eversion to see what everyone is talking about. I guess the hands would have been a little surprising if I hadn't watched the video first, but I kind of found it funny. The "Ready!" screen saying "behind you" and the eyeball at the end come to mind.
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120
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Player / General / Re: Failures in coding.
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on: July 17, 2011, 09:11:24 PM
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OK, how about this: a sprite for every button? How about a giant sprite for some text that says "Go" at the beginning of the game? Not cropped. Cropping and sprite sizes are obviously not things related to OOP, but, yes, an uncropped sprite with lots of empty space would be stupid... but why would anyone do that? A sprite for every button is actually okay with me, if they're not too many, but if it's just a matter of getting a custom font on it, maybe one should just consider making a bitmap font of it. I'm trying to think of something that's a genuinely terrible idea. I remember having multiple start button objects for different instruction screens that lead to different minigames. They also had different sprites, but they were all functionally identical.
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