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141
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Community / Creative / Re: Do you explore old levels?
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on: December 12, 2009, 02:37:26 PM
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I think you should give the option to go back, even if the player in no way have to. It increses the feeling of freedom. This also gives you the opportunity to include hidden stuffs. (Oh, that gun can destroy those rocks? weren't there a patch of rocks that looked like that 10 levels ago? I should go check what happens when I blow them up too!)
I always went back to the first level i Donkey Kong Country to collect 100 lives before the boss battles. My older brother called me a cheater. Good times =)
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143
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Developer / Art / Re: Art
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on: December 11, 2009, 03:36:41 PM
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I really need to say that I am always blown away by you guys awesome stuff. Really. Cosmic, that last picture is insanly rad. Don't stop. I like it!
Kay then   
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147
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Developer / Art / Re: Art
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on: December 08, 2009, 03:30:14 PM
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I'm totally in love with this way of working!    Going to stop pestering you guys now.
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149
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Developer / Art / Re: Art
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on: December 07, 2009, 06:15:36 PM
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Did a quick* sketch of a thing using Alchemy, then drawing it over in Photoshop. Got inspired yet again to try it out, after I saw Dinousaurs awesome spaceships in the other thread. Gonna try to do one of these a day.  It's so fun I couldn't help doing another one. 
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150
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Player / General / Re: What's your current video game addiction?
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on: December 03, 2009, 03:40:44 PM
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Spending all my current free gaming time on Starcraft and World of Walkcraft. Would actually rather be playing alot of other stuff. New things, things I've missed, but it doesn't seem like I will have any time for that anytime soon.
Sometimes plays a game or two of Rollcage, with some friends.
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152
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Community / Creative / Re: How do you feel if a simple game-play game should ...
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on: November 30, 2009, 04:23:07 PM
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Me think good.
Simple gameplay is the best reason to have a great/advanced story!
The story wont distract you from the gameplay, and you could make the player experiece both the story and the gameplay at the same time. While in a more gameplay heavy game, you'd had to split up the action and story into segments, since the player can't possibly fokus on both.
Hope that makes sense, though I'm afraid it doesn't.
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154
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Player / General / Re: Let's say you're adopted...
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on: November 27, 2009, 06:19:08 AM
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I, on my hand, found it really funny. Actually laughed out loud. Don't know if it was a quote from the article or a post here, but that really doesn't matter as it's a really stupid comparison whatever.
Now let's stop discussing it.
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156
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Developer / Design / Re: Ladders in games - Any good examples please?
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on: November 13, 2009, 03:59:41 PM
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I like Megaman ladders.
The ones where you press up to go up, and down to go down? Those are nice. I think you should be free to do as much actions while on the ladder as possible. Being on the ladder should not mean being on a travling point between point a and point b. It should be a strategic placement. Megaman does this quite well. You can shoot while climbing, and you can jump down whenever you feel like it.
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158
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Community / Assemblee: Part 1 / Some stuff
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on: November 02, 2009, 05:48:53 PM
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A place where I'll irregularly dump art or whatever!  Though for a while about maybe doing "+" shaped tiles for the kicks. We'll see   An orb... thingie. Hopefully something will come out of it that someone can use! Might give 3D a try later.
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