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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 11:20:00 PM

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141  Community / DevLogs / Re: I Live Underground on: March 29, 2010, 12:31:51 PM
Whoops! Fixed.


142  Community / DevLogs / Re: I Live Underground on: March 29, 2010, 03:41:42 AM
Look what I can do!





P.S. If you don't want this video posted on the web for any reason at all let me know and I'll take it down immediately.
143  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: March 28, 2010, 06:13:28 PM
Welcome guys!
144  Developer / Audio / Re: Sound Effects (Where to get them?) on: March 28, 2010, 08:17:01 AM
I just found that yesterday by accident. It's really awesome. Thanks!
145  Developer / Audio / Sound Effects (Where to get them?) on: March 27, 2010, 07:39:37 PM
Anyone got any ideas where I can find sound effects? Free ones for sure. Sometimes digging through freesound can be fruitless and if anyone knows any good jumping off points, be sure to share!
146  Developer / Audio / Re: My turn to be thrown to the wolves on: March 27, 2010, 07:22:36 PM
Hey if you want to contribute some ambient tracks, Moldering (
http://devblog.projectmoldering.com/post/145726658/about-moldering ) could always use more tracks. You wouldn't be compensated, but you'll get your name in the credits. Let us know!
147  Developer / Audio / Re: It Rains; Night Drive on: March 27, 2010, 07:19:49 PM
Also, I reaalllly want this album when its done. Can you put me on some kind of mailing list or something?
148  Developer / Audio / Re: Kaleidoscope Soundtrack for FREE! on: March 27, 2010, 07:17:27 PM
Downloading now. I hope it's got a ton of tonal ambient awesomeness.
149  Developer / Audio / Re: It Rains; Night Drive on: March 27, 2010, 07:15:41 PM
This music (or music like it) would fit awesomely in the game I'm developing: http://devblog.projectmoldering.com/post/145726658/about-moldering

We're always looking for more music tracks. Any chance you'd be interested in contributing? We have something like 30-40 tracks at the moment and I can send you them if you're interested.

Just a thought anyway, let me know!
150  Community / DevLogs / Re: Grecca on: March 27, 2010, 07:10:27 PM
This game looks awesome, like a mix of Golden Axe with an MMO :D It looks like it's a lot of fun to play and I like the fluidity of the graphics, their style, and the sound effects all put together. How far along are you guys towards completion (estimation)?
151  Community / DevLogs / Re: Bitrocket on: March 27, 2010, 07:04:44 PM
Why do you think that? Keep in mind I'm not suggested a fixed interval -- just a system to ensure that the average rate of fuel crates is consistent, and to ensure that there is no unlucky drought of an unreasonable length.

I think I pictured it wrong. If it were a fixed interval the game would be boring and I thought that's what you meant. Are you saying that there's a specified time interval and a fuel tank is guaranteed to be generated at a random time within each time interval? Cause that's sounds like that would work pretty well.
152  Community / DevLogs / Re: Bitrocket on: March 27, 2010, 04:45:54 PM
I think the game would be boring if fuel crates were guaranteed at certain intervals. Giving them to you at random, but also if you're running out of fuel and haven't received one in a while is the best approach I believe.

153  Community / DevLogs / Re: Bitrocket on: March 27, 2010, 12:07:29 PM
My high score is 6346!!
154  Community / DevLogs / Re: Precipitation (V0.02) on: March 26, 2010, 08:59:18 PM
Really awesome so far, and an even more awesome idea. Some thoughts: The game gets too fast and too hard way to quick. Maybe there's phases and each one has more enemies OR gets faster.

In terms of gameplay, it needs bonuses and multipliers and also things that would make the game more frantic, but never let it get unmanageable.

I do like the minimalist graphics, but I think you could build on it really nicely by having everything glow with lots of cool trails. Dyson or Flow come to mind, but that's just aesthetics and just my personal opinion.

Good work so far. Keep it up!
155  Community / DevLogs / Re: Voltorometer 2 on: March 26, 2010, 08:49:01 PM
frusterating  Facepalm

Something compelled me to keep playing despite how much it kicked my ass. Shockingly good time.
156  Community / DevLogs / Re: CafĂ© - Demo on: March 26, 2010, 08:42:43 PM
I want this to be me:  CoffeeHand Any Key

YES! Love it.
157  Community / DevLogs / Re: Bitrocket on: March 26, 2010, 08:33:05 PM
Also, it wasn't clear that you could dash, and that you can dash into meteors to destroy them. This makes things a little different. You might want to add that in the intro when it starts up.
158  Community / DevLogs / Re: Bitrocket on: March 26, 2010, 08:29:54 PM
This is cool, really really cool. Some suggestions though. It's too hard. Maybe make the fuel run out half as fast. As far as gameplay goes, I like how you can't attack.

You can build off that. But I also think maybe a pulse gun that you can shot and it wastes fuel but is like a reverse black hole when it hits a meteor and pushes things away from it. So, it can clear a path, but wastes your fuel.

Also, sometimes no fuel crates are generated. This leaves too much to chance. It shouldn't be that you can be really good but chance will make it so that you can't get far. This is unfair and discouraging. So, to balance it out, maybe a fuel crate is created when you're under 1/4 fuel, but also are a few meteors.

And, maybe you can really really really slowly speed up the game, but that might not be reasonable.

I do really like the way the screen is split in half. It gives it really cool aesthetics.

Good work so far!  Wizard
159  Community / DevLogs / Re: Moldering on: March 26, 2010, 05:21:23 PM
EDIT: Link modified




160  Community / DevLogs / Re: Moldering on: March 26, 2010, 02:52:19 PM
I can't seem to figure out how to put an image in a link.
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