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March 27, 2024, 12:22:33 AM

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1  Developer / Playtesting / Re: Crongdor the Barbarian 2.5D on: June 06, 2011, 05:41:01 AM
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.
2  Developer / Playtesting / Eternal Bickering - Isometric Turn-Based RPG prototype on: June 05, 2011, 05:31:44 AM
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 Bickering
It'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 Requirements
It 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).

Download
You can download it here (file size is about 10 MB):
https://sites.google.com/site/brainswitchmachina/Eternal-Bickering/downloads

Screenshot:


If you want to see more screenshots, they can be found here:
https://sites.google.com/site/brainswitchmachina/Eternal-Bickering/screenshots

I am looking for all kinds of feedback - general comments, bug reports, anything you can think of.

Thank you in advance
3  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: January 12, 2011, 04:53:49 AM
Game name: Heaven Collapsed

Short description: Heaven collapsed is a turn-based 2D isometric RPG. The game takes place in an underground world, consisting of huge caverns inhabited by weird lifeforms, desolate wastes, maze like tunnels, odd folks and ancient ruins touched by magic. Much of the game consists of exploring these ruins, learning more and more about the culture that once resided there. Figuring out what it's all about while avoiding traps, meeting peculiar characters and fighting strange beings. Plus: becoming insanely powerful.

Screenshot:
http://img828.imageshack.us/img828/8515/capture6o.png

Site: http://sites.google.com/site/brainswitchmachina/
4  Developer / Design / Re: What would YOU do with a procedural destructible 2D terrain engine? on: December 17, 2010, 05:06:08 AM
A 2D populous?

Populous was already basically 2D, wasn't it? God games are not really my thing, but I agree that building stuff is cool.

Well, Populous was isometric, TheSpaceMan probably meant a 2D from the side (like Worms) Populous.
5  Developer / Art / Re: Hall of Fame for Games Featuring Outstanding Pixel Art on: November 27, 2010, 04:28:26 PM
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...
6  Community / Competitions / Mister Crystal Collector (Easter Comp.) on: March 24, 2010, 10:01:24 AM
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.
7  Community / Competitions / Re: [UNOFFICIAL] Easter compo! - Theme: collecting on: March 24, 2010, 03:14:51 AM
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.
8  Community / Assemblee: Part 2 / Massive Monster Murder, help? on: December 16, 2009, 03:25:17 PM
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.
9  Community / Assemblee: Part 2 / Re: MAK GAM on: December 15, 2009, 05:27:59 PM
So many levels of awesomeness.
10  Community / Assemblee: Part 2 / Re: Part Two Discussion on: December 15, 2009, 11:47:35 AM
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...
11  Community / Assemblee: Part 2 / Re: Charles Babbage and the Difference Engine on: December 11, 2009, 10:27:41 PM
It's to my understanding that shadows get SMALLER the higher up you are...

Where did you get that understanding? Think about it, it makes no sense.
12  Community / Assemblee: Part 2 / Re: B Vs W on: December 11, 2009, 03:14:29 PM
Barack Vs Dubya

How does that make sense?
13  Community / Cockpit Competition / Re: Salvage Mech Game on: March 19, 2009, 05:15:15 AM
Looks pretty cool, I like the look. My first idea was something similar to this, except the mech was 50 times bigger and destroying tanks instead Smiley
14  Community / Cockpit Competition / Re: Venus Patrol on: March 19, 2009, 05:14:01 AM
I really like the visuals and the feel you get from them. Keep up the good work.
15  Community / Cockpit Competition / Re: EliminH8 - The Tunnel (now with demo) on: March 17, 2009, 03:34:50 PM
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.zip

I'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.
16  Community / Cockpit Competition / Re: EliminH8 - The Tunnel (now with demo) on: March 06, 2009, 10:01:28 AM
Thanks a lot for your comments, I haven't had time to work on it since the release and won't for a couple of days but I appreciate your comments and I will keep them in mind when I get time to at least think about the game.
17  Community / Cockpit Competition / Re: EliminH8 - The Tunnel on: March 04, 2009, 09:26:35 AM
Ok, here is the build:
EliminH8.zip

Control 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.
18  Community / Cockpit Competition / Re: EliminH8 - The Tunnel on: March 04, 2009, 08:32:55 AM
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.
19  Community / Cockpit Competition / Re: EliminH8 - The Tunnel on: March 04, 2009, 07:29:17 AM
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.
20  Community / Cockpit Competition / Re: EliminH8 - The Tunnel on: March 03, 2009, 04:23:35 PM
Collision detection is more or less working now, and collision response as well (polygons flying to the left and right)
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