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184
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Player / General / Re: HOLY SHIT GUYS BRÜTAL LEGEND LIVES
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on: February 15, 2009, 10:09:39 AM
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I haven't played Grim Fandango, but from what I've seen of it, Day of the Tentacle is still my favorite.
heresy! grim fandago > dott > full throttle, in that order, are the coolest schafer adventures...at least, out of the ones i've played. people keep saying brutals gonna be like psychonauts, but i want it to have the character and life of fandango.
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186
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Developer / Design / Re: So what are you working on?
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on: February 15, 2009, 09:13:26 AM
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mockup for my VD entry will look somewhat different to this mockup; going to try having some fun with opengl...
will this be completed on time? i.e. by tonight?
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187
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Developer / Playtesting / Re: european hand love with boy
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on: February 15, 2009, 09:11:14 AM
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Uh, what's going on in this thread? Can't even get the game anymore...  all of acid's work (my work) is under the umbrella of "iconic ghosts" for the nows, the european series is undergoing a transformation before the release of the third iteration. this is to coincide with the launch of hot ninja moon black.
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188
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Community / Townhall / Re: The Last Pikeman
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on: February 15, 2009, 08:39:31 AM
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okie, let me start off by admitting that i've never played iwtbtg, but i've seen enough videos to know what it's like. yes, this is a clone. it's still entertaining in its own way. anyways, the automatic restart is perfect, big improvement. the animation for the leg jump is, however, sub-par. his legs are going down. the back leg should be down, the front leg should be up - i think this would be more "heroic." the lava should be animated and the depth should be behind pikeman.  also, just so you know, if you kill the orthodontist then, i'm sure you know, the automatic restart doesn't allow one to read the text. lastly, the cat sucks fat cock 
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192
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Community / Townhall / Re: The Last Pikeman
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on: February 14, 2009, 10:24:01 AM
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this was a great start  the "cover art" and your outline of the story is what made me want to play. if you don't like the wait-period idea then "r" should be changed to "x" or something just as easy (like the spacebar). instead, if you prefer to implement the waiting period, i recommend it be immediate. the art was interesting. the attack motion was fluid but what about the jumping animation? where is it? at least a leg up or something  unfortunately, i have to admit that biggest disappointment was the lack of character in the game. from the story, i got the sense it was going to be a humorous adventure  please work on this  you don't know how much i loved just the story idea. g'day 
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194
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Developer / Playtesting / Re: Jump On Mushrooms: The Game
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on: February 14, 2009, 09:50:40 AM
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this game is awsoms  i love the graphics! music was kinda irritating but w/e. nothing beats this awsom concept  super coolio job  I'm having trouble wrapping my head around the "not falling from too high" thing. It doesn't make sense to me because you can jump infinitely high - shouldn't you be able to fall from infinitely high?
why was this originally small? this is not a secret. sense the jumping makes. for instance, have you beaten the "first" level? have you jumped over the first pillar? normally, you couldn't just jump over it. you'd have to jump on the shroom to exceed the jump. however, you are playing in reverse, so you start on the other side, the shroomless side. make sense now? nvm
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196
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Player / General / Re: HOLY SHIT GUYS BRÜTAL LEGEND LIVES
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on: February 14, 2009, 09:28:38 AM
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their actually ripping of Brütal Legend
 But Tim Schaffer will add all kinds of extra sorts of fun that will make it as singular and unmissable as all his other games have been. It'll have so much personality that even if it turns out crap, it'll still be great.
this will most likely be true. although i have yet to play psychonauts. you're required to have a membership on gametap, btw, which sucks. i am admitting to torrenting games like doom 3 and prey, but in anyway possible i would pay for more tim schafer in the hopes that one day he could assemble some awesome team of developers who have the ability to produce a point-n-click on the scale of a lucasarts adventure.
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