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Developer / Playtesting / Re: Crongdor the Barbarian 2.5D
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on: June 06, 2011, 05:41:01 AM
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I tried your game, albeit only briefly, and I liked the 2D graphics mixed with the 3D. It made it look appropriately cartoony. However, I found the game very hard, as soon as I went down the staircase, I got swamped by enemies and could only survive for a couple of minutes. But I might very well have missed something obvious, or I just plain suck. Will give it a go again later when I have a bit more time.
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Developer / Playtesting / Eternal Bickering - Isometric Turn-Based RPG prototype
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on: June 05, 2011, 05:31:44 AM
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Greetings, I have been a user here for quite some time but I haven't posted that much. A while back I tried entering one of the compos (Cockpit), but sadly I didn't finish my entry. Recently, or well for about half a year, I've been working on an RPG of mine: Eternal BickeringIt's a turn-based single party hack'n'slash-more-or-less-dungeon-crawler, taking place in a world supposedly swallowed by the Mother Snake - therefore everything is underground. The game is mainly about crushing monsters to fine paste, becoming more and more powerful as you do, but there is also some kind of story, locations to explore, characters to interact with and puzzles to solve. While I am still miles away from where I want the full game to be, I've just released what I call Prototype 1 - which consists of the earliest part of the game as it is right now. I was hoping someone here might want to try it out and give me some feedback. System RequirementsIt is currently only for Windows, although I plan on releasing the full game on Linux and Mac OS X as well. I don't know about the system requirements, but it runs fine on my Netbook (ASUS Eee PC 1001PX). DownloadYou can download it here (file size is about 10 MB): https://sites.google.com/site/brainswitchmachina/Eternal-Bickering/downloadsScreenshot:  If you want to see more screenshots, they can be found here: https://sites.google.com/site/brainswitchmachina/Eternal-Bickering/screenshotsI am looking for all kinds of feedback - general comments, bug reports, anything you can think of. Thank you in advance
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Developer / Art / Re: Hall of Fame for Games Featuring Outstanding Pixel Art
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on: November 27, 2010, 04:28:26 PM
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There are a lot of beautiful stuff in this thread, and it reminds me of a game I played ages ago on an Amiga. I only played it twice at a friends house, and this was, oh, I don't know, 10-15 years ago but I recall thinking the sprite art was wonderful. It was a platformer and you were some kind of mage/wizard little dude. One annoying thing with the game was that everything blended in with each other, it was hard to see the enemies etc sometimes. I haven't been able to find the game since, which sucks, esp. if it was as beautiful as I remember...
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Community / Competitions / Mister Crystal Collector (Easter Comp.)
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on: March 24, 2010, 10:01:24 AM
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This will hopefully be my entry for the unofficial Easter Contest.
Mister Crystal Collector You star Mister Crystal Collector as he pilots his ship through dangerous mazes, dodging (occasionally blasting) hostiles and collecting valuable crystals! You pilot the ship with the mouse and fire its crystal powered cannons with the left mouse button, with the goal of collecting enough crystals on each level to open the vortex which takes you even deeper. As you collect crystals, your inventory fills up and when you've finally fallen prey to a particularly nasty hostile, the one with the most crystal stuffed inventory wins. The good news: you have weapons to protect you from the evil ones. The bad news: They run on crystals, precious crystals.
Haven't gotten very far yet, although I am feeling rather optimistic about this one. Will get cracking right away.
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Community / Competitions / Re: [UNOFFICIAL] Easter compo! - Theme: collecting
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on: March 24, 2010, 03:14:51 AM
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I'm in, will start in a few hours when I come home. Thinking something a long the lines of Geometry Wars, except larger scrollable 'maze' levels and the pickups are both the goal and ammo. Probably will end up with something like a non-scrollable level consisting of a cube in which there are one dysfunctional enemy and two non-pickupable pickups.
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Community / Assemblee: Part 2 / Massive Monster Murder, help?
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on: December 16, 2009, 03:25:17 PM
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Greetings, I've come quite far on my "turn-based RPG with a Fallout(1&2) style combat system"-engine, not so far on the game though. I have some ideas, a simple maze generator, some characters with balanced stats for fighting etc but I don't really have: setting story graphics
I've been thinking about using Oryx LOFI Fantasy sprites, but I am very open for suggestions.
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Community / Assemblee: Part 2 / Re: Part Two Discussion
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on: December 15, 2009, 11:47:35 AM
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First, started making a point and click adventure game, then, realizing some weird things, many probably including the lack of pnc adventure game interface graphics, so I started making a turn-based RPG with a Fallout(1&2, not 3) style combat system. Now I am not really sure which one to continue with, since I usually(read=always) end up not finishing one entry it seems to be unusually stupid trying to make two entries...
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Community / Cockpit Competition / Re: EliminH8 - The Tunnel (now with demo)
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on: March 17, 2009, 03:34:50 PM
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Unfortunately I have not been able to work on this very much, there are loads of things I would like to add but I probably won't have enough time. Here is the newest build anyway: EliminH8.zipI've added a boss (but only one, so it repeats...), tweaked the gameplay quite a lot and added some sort of levels (but only 3, so they repeat after that, and they are quite similar since I haven't had time to make new enemies). Still, it is a lot more fun (IMO) than before, so please give it a try and tell me what you think.
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Community / Cockpit Competition / Re: EliminH8 - The Tunnel
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on: March 04, 2009, 09:26:35 AM
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Ok, here is the build: EliminH8.zipControl the ship with arrow keys and shoot with space. Escape pauses. If you destroy an entire group of enemies your cockpit flashes yellow and you either get better control or higher rate of fire. The ship is destroyed after 3 hits, and you have 3 lives. Avoid destruction. I've noticed an occasional bug, sometimes the screen turns completely white (but the game continues running) - press escape to pause to fix it. I think I know why this happens, so I should be able to fix it. Comments and critique is very much welcome.
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Community / Cockpit Competition / Re: EliminH8 - The Tunnel
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on: March 04, 2009, 08:32:55 AM
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Bad news on that video thing, I am not used to making videos so they look bad and take up too much space for my measly internet connection. There is some good news though, I am instead of a video working on releasing a build. I am going to implement some new kind of enemy or something to spice things up and make the difficulty increase over time and then I will release it.
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Community / Cockpit Competition / Re: EliminH8 - The Tunnel
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on: March 04, 2009, 07:29:17 AM
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New screenshot:  Updates: New color system makes the color transitions look nice Enemies move all pretty now (wave sine) Player has health and lives Cockpit flashes red when you get hit Players rate of fire and speed slightly increases when it kills a "group" of enemies, also the cockpit flashes yellow. I will probably instead make them drop powerups that you need to catch. Video should come soon, but my internet connection is really slow, so it might take awhile... About the converter, perhaps if someone is interested after I post the first build or so.
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