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62
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Developer / Art / Re: show us some of your pixel work
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on: January 12, 2009, 12:39:20 PM
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I tried again for something a little more original:  I wanted his arm to look like it's flailing in a circle. Any ideas how I make the antenna bounce look like he's not coming up to meet them? Also, I wanted his legs to have a similar flail motion, but not sure how to do that...
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63
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Developer / Art / Re: show us some of your pixel work
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on: January 12, 2009, 11:36:15 AM
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Um. That matches Guy Balding's run cycle almost exactly?  Oh I should have said that in my OP. Definitely used Mr. Balding as my guide. I'm learning... Anyway I've edited the post. Thanks!
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64
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Developer / Art / Re: show us some of your pixel work
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on: January 12, 2009, 07:56:24 AM
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My first run cycle:  Not much of a pixel artist, so advice appreciated. Based this on Guy Balding's run cycle. Not super original, but my first try.
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65
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Player / Games / Re: TIGConf?
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on: January 12, 2009, 07:13:37 AM
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I say we just have a bunch of people with a TIG flag walk in on any existing games conference and claim it as their own.
Who say's it has to be a games conference? http://www.wsda.org/pndc/pndc.view  Anyway, this thread has me wondering what the geographic spread of the TIGers is? Is there a thread on this?
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68
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Community / Balding's Quest / Re: Balding's Quest: Tutorials
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on: January 09, 2009, 10:12:34 AM
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Are the end conditions for the levels. Reaching an exit or collecting all the coin items or whatever?
I've played the levels attached to milestone 2, but what are the plans for the final game as far as moving from one level to another?
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70
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Community / DevLogs / Re: Dark Dominion
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on: January 09, 2009, 07:40:50 AM
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I dont understand why game trailers and porn always try to build up the drama...just show me the goods!
Looks great though, love the giant green mouth thingy!
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71
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Player / General / Re: New Year's Resolutions
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on: January 05, 2009, 09:02:24 AM
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Resolved: I won't make any resolutions for the first three days of the new year.
Alright!
Also, get a new (better!) job. Anyone in Atlanta giving away large salaries and health insurance?
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72
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Developer / Playtesting / Re: Spelunky!
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on: December 28, 2008, 07:27:48 PM
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Love this game more and more. Any chance we could see a tutorial about procedural generation as it applies to gamemaker?
GM is pretty sweet, but I've left a couple projects from frustration about the best way to handle the levels once you get away from using the built in room constructs. I'd be curious to know how you handle the levels. Just how do you do it Derek?
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73
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Developer / Playtesting / Re: Spelunky!
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on: December 28, 2008, 09:12:55 AM
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Anyone else having the problem of walking in and out of the score screen? When I die or if I walk onto the score door before starting a game, the guy just walks in, walks out, walks in, walks out forever....I think it might be a bug with the up key, cause I'm also auto climbing ladders and ropes...
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74
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Player / General / Re: For all you scholars out there, a question about Epics.
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on: December 21, 2008, 04:30:24 PM
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I'm uncomfortable with the whole conversation to some extent. I don't think you can apply the provided rules for classical epics to video games because they are too modern.
I also think in 200 (100?) years there will be games that are viewed as epics, perhaps the are games that have already been made, but the label of "epic" requires a certain degree of perspective that we don't really have yet on such a new media.
I can think of another way to define epic literature: books/plays/poems I will be sure and make my children read. If we think of games that way, there are a ton that come to mind right now, but how many will there be in 20 years?
One last thing. The world moves a lot faster now than it did in the era of the Illiad. Media is generated so quickly, and the way we consume media changes so quickly, maybe there won't be any epics that come from "new media." Maybe the world will change to fast to remember significant works long enough to make them epic.
It makes me think of William Gibson's book "Pattern Recognition," a novel which intentionally anchors itself in 2003 with references to Starbucks and Macbooks etc, in such a way that the novel is almost willing itself to be forgotten. The characters themselves comment on the changing nature of the past and present in the 21st century.
Ramble ramble ramble...
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75
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Player / General / Re: How you spend your time?
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on: December 21, 2008, 04:16:12 PM
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I work a 9 hour day on a computer game every weekday (and now many weekends) so I don't have a lot of spare time or energy for my own projects. Recently I've been spending my lunch working on my own projects for an hour. It's not much but it's my time and it helps me feel like i'm always working, even if progress is slow!
To the original poster, I remember you posting previously about working on your game engine and how much time you spent working on the story for your game, and I know you are working (very hard it seems) on learning 3D studio. That's great, but I recommend spending some time every day working on games in a way that's just pure fun, even if it's not directly related to the project you first posted about.
Write stories, hand draw characters, even just sit and think. Keep working on learning 3D studio and any other tools you may need, but let yourself play games, think games, invent in your head, whatever. Make it fun!
I wish I had more time to do those things myself, but the time I do have really makes my day.
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76
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Player / Games / Re: B-Game/Overly Artsy Game Idea Depository
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on: December 16, 2008, 02:56:00 PM
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Born 1986...meaning the closest I really get to the 80's are my vague memories of 80's themed college parties with girls making out with each other and that one guy who, inevitably, throws up on his pants while they're around his ankles...
so basically, I think the 80s are great!
Except Chernobyl. And the Challenger.
not cool.
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78
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Player / General / Re: Bucket.
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on: December 15, 2008, 11:44:02 AM
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:You: would you like to hear a poem?
:Bucket: I'm sorry but i you a poem.
:You: Far over the Misty Mountains cold,
:Bucket: It's really cold in the world, from the land and vast mountains.
:You: to dungeons deep and caverns old,
:Bucket: Old bucket is deep.
:You: we must away, ere break of day,
:Bucket: Brandon flowers is a whore. Whore is a man, i didn't need to feel you from the italian dialectism guappo, close to dude and other informal appellations. Also an acronymn for with out papers, refering to italians who got into the bottomless pit for a break.
:You: to claim our long-forgotten gold.
:Bucket: Motherfucking ambulance is the gold.
:You: btw, you're absolutely right. Old Bucket is deep. Very deep.
:Bucket: Old bucket is deep. Bucket is...amazing
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79
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Player / General / Re: HOLY SHIT! GUYS! DEREK's IN A GERMAN MAG!
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on: December 15, 2008, 11:24:10 AM
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Man, Zero-town is almost cooler than nulldorf... But actually, dorf comes from an old post that I read on rec.games.roguelike.nethack insisting that the most successful characters in nethack were the ones with ridiculous names. I've been Dorf ever since, but still haven't ascended  (hence null)
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80
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Player / General / Re: Bucket.
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on: December 15, 2008, 08:10:03 AM
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There's something really touching/sad about Bucket. I think he needs to be included. Can he vote in the next compo? :You: Who should win the TIGSource compo?
:Bucket: A b is the best! 8 Is the best! 8888 Is the tigsource compo?
:You: You can only vote once, Bucket, so make it count
:Bucket: No you are me and me are you going to vote for in such a bucket.
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