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1411258 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 12:58:34 PM

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1  Player / General / Re: Beaten Indie Games Discussion Thread on: February 27, 2009, 05:39:52 AM
Get all the stars/orbs/things.

I beat Eversion a while back.


ah, i'm tired of being eaten by the princess.
2  Player / Games / Re: Underrated Games on: February 27, 2009, 05:38:43 AM
thief: the dark project (pc)
system shock 1 + 2 (pc)
medievil (ps)

i just recently bought medievil (after noby noby boy on psn) and i can't get enough of the style.  all of these games received high marks but were not commercial successes.  if you haven't played one i suggest you check them out Beer!
3  Player / General / Re: Video Game Lies Database? on: February 26, 2009, 05:43:59 AM
maybe he knew john romero  Tongue

fuck romero.

in pokemon there was a lie about reaching some isles that the npc's talked about but i can't even remember the names.  in addition, there was a way to unlock 007 in super smash bros.
4  Player / General / Re: Beaten Indie Games Discussion Thread on: February 26, 2009, 05:39:01 AM
anybody figure out how to get a good ending at the end of eversion?
5  Community / Cockpit Competition / Re: Cogito Machina on: February 25, 2009, 09:42:21 PM
when i work, i don't listen to anything but



Difficulty levels versus control schemes: For example, gamepad support would not be able to use the whole "CURSOR IN SCREEN B TO ATTACK THE BACK". Should consider asking prof. dead to make a Starter.exe type thing to set up a config.sys thing, maybe.

doable Grin Hand Thumbs Up Right

I have too much free time. Maybe I should write the plot down.

do.  although, narrative and making a text box is new to me.  seems professor cake already wrote stuff for our 48 lofi submission.  will use that then.

I'm in the classroom right now, thinking about stuff. Stuff like "I have no idea how to use Game Maker, I wonder if seeing what prof. dead does in it will inspire me to pick up the free version", and "if I have to choose between C++ and C#, which would be better?", as well as "that 48 LoFi RPG compo thing is coming up soon, I wonder if I should do anything for it".

buy gm, submit something for the lofi.  competitions are a good way to find support for actually starting "game programming."  short competitions are a way to tell you if you're actually enjoying trying to make a game.  idk what i'm saying, just...

How many weapons should I have, and what control scheme should I use if I allow keyboard support? Should I have a bunch of hidden weapons on the keyboard for anyone willing to mess with it long enough, or set up an "Equip before battle" system so that people can choose their favorite four weapons to set to ASZW (maybe allow for more setups they can change between using Q and E- these are the keys I use in ZSNES and would be easy to translate to a GamePad).

i have never played either of the games that are influencing this project, i've only watched them.  i believe these questions are entirely for you.  but i do like the equip before battle.  levels are just a series of battles, correct?  so it should have a load-out sequence like the thief games.

in addition, make cutscenes skippable.  thinning the plot sounds silly whenever the cutscenes are skippable Wink

unfortunately i sleep now.  must...recover...must...fuck
6  Community / Cockpit Competition / Re: Cogito Machina on: February 25, 2009, 03:01:33 PM
Bollocks. It seems the good professor has momentarily disappeared on me.

shame on you.  shaaaaaame.  shun the nonbeliever.  shuuuuuuun.

lemme do my thang gurl Wizard

nah, expect it late tonite, i gots works to do.
7  Developer / Playtesting / Re: When The Bomb Goes Off on: February 24, 2009, 08:57:03 PM
At this point there is no action key - when you have to interact with things (for example pick up a ball) it happens automatically when you touch it. I was originally planning on having an action key, but all my ideas so far have worked naturally with this system.

that works Grin Hand Thumbs Up Right
8  Community / Cockpit Competition / Re: Turbo Death Machines on: February 24, 2009, 07:20:37 PM
 Grin Hand Thumbs Up Right
9  Developer / Playtesting / Re: When The Bomb Goes Off on: February 24, 2009, 06:30:47 PM
great idea Grin Hand Thumbs Up Right really intriguing.

i don't have any real input or questions besides: how are you going to convey what the objective is in 5 secs?  obviously not reading - so i'm going to assume it's warioware understood? i'm also assuming there's one action key?

seriously cool Hand Thumbs Up Right
10  Player / General / Re: memorable cockpits on: February 24, 2009, 04:12:11 PM
oh, I don't know if this counts, but space hulk had lots of tiny viewing areas



if that's in-game then why the tiny views? they look identical Undecided
11  Community / Cockpit Competition / Re: Post-apocalyptic steampunk hoverbike -thingy on: February 24, 2009, 04:10:31 PM
what are you making this in?

Initially I didn't want to include weapons... but side mounted cannons, thats a different story :D It would be nice, since player would need to be more aware of his surroundings, making things a bit more hectic. I have to try it, if I have time.

no, no weapons, i like the idea of a hoverbiking-postman.
12  Community / Cockpit Competition / Re: Landfall on: February 23, 2009, 11:04:11 PM
 Shocked Hand Thumbs Up Right
13  Developer / Design / Re: So what are you working on? on: February 23, 2009, 10:37:00 PM
Although it is possible for things like this to happen sometimes.

sense not makes.

So you want to be a mainstream programmer? I used to want to be one but I decided I wanted to be a fulltime indie developer about 4 days ago (seriously) I like the idea of being able to have complete control of a game project without having to move up  some coporate ladder for 20 years.

going mainstream is a sacrifice i'm willing to make.  see, with mainstream, i get paid well enough to raise a family or save up to start my own indie house or both.
14  Developer / Playtesting / Re: East (updated! version 1.1) on: February 23, 2009, 09:46:15 PM
whatever the fuck this is i can' stop Corny Laugh

good work gentlemen Gentleman
15  Developer / Design / Re: So what are you working on? on: February 23, 2009, 09:39:48 PM
So do I! What should be my next step sir.

you're doing it Grin Hand Thumbs Up Right getting involved in the indie or mod scene is prolly your best bet to getting a feel for what you're getting yourself into.  being a game programmer ends up being completely different from an indie game maker.  whenever i'm some in-house, engine-programmer flunky, i'll still be making indie games cause it's what i do.  till then, i've got a dual major in computer science and business + minor in mathematics Gentleman

g'day
16  Developer / Design / Re: What's the Appeal of Cockpits? on: February 23, 2009, 07:05:54 PM
Can cockpits with almost-static images still be awesome? If so, how?

are you asking what did he mean by almost-static?
meh.
descent is one of my favs for whatever reason.  although you don't control or see yourself control anything in the cockpit, the cockpit does detail the status of your missiles, weapons, health, armor and energy.

17  Community / Cockpit Competition / Re: C.O.C.K. ATTACK on: February 23, 2009, 06:46:05 PM
</lame>
18  Developer / Design / Re: So what are you working on? on: February 23, 2009, 06:27:24 PM
*returns to topic*

19  Player / General / Re: TIGERS: CONNECT! (the account - thread) on: February 23, 2009, 06:12:47 PM
PSN
babyConnor_00

Currently Playing
f.e.a.r.
medievil
killzone 2 (pre-ordered)
20  Developer / Design / Re: What's the Appeal of Cockpits? on: February 23, 2009, 06:10:53 PM
Immersion!

seconded Wink
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