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142
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Community / DevLogs / Re: I Live Underground
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on: March 29, 2010, 03:41:42 AM
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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.
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145
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Developer / Audio / Sound Effects (Where to get them?)
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on: March 27, 2010, 07:39:37 PM
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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!
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150
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Community / DevLogs / Re: Grecca
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on: March 27, 2010, 07:10:27 PM
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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)?
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151
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Community / DevLogs / Re: Bitrocket
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on: March 27, 2010, 07:04:44 PM
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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.
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152
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Community / DevLogs / Re: Bitrocket
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on: March 27, 2010, 04:45:54 PM
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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.
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154
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Community / DevLogs / Re: Precipitation (V0.02)
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on: March 26, 2010, 08:59:18 PM
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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!
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155
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Community / DevLogs / Re: Voltorometer 2
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on: March 26, 2010, 08:49:01 PM
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frusterating  Something compelled me to keep playing despite how much it kicked my ass. Shockingly good time.
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157
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Community / DevLogs / Re: Bitrocket
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on: March 26, 2010, 08:33:05 PM
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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.
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158
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Community / DevLogs / Re: Bitrocket
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on: March 26, 2010, 08:29:54 PM
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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! 
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