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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

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1  Community / Townhall / Re: My Roguelike Cardinal Quest is now online! on: August 12, 2011, 09:06:56 AM
I remember seeing this game 8bit!

I'm not a big fan of rogue likes, but this looks neat. 

Congrats on the release!
2  Developer / Playtesting / Re: Zoom Plane Pilot Feedback [nearly finished] on: June 24, 2011, 01:03:45 PM
I just went ahead and did the simplistic thing I could think of - increase the speed of the game.

What do people think about things now?
Is it still too slow?
Is it even too FAST?


I like the ideas that others have thrown out, though!
3  Developer / Playtesting / Zoom Plane Pilot Feedback [nearly finished] on: June 24, 2011, 07:10:41 AM
The wonderful P-Flute and I have just about finished a remake that I made for the Experimental Gameplay Project.  We haven't gotten much feedback on Flash Game License, so I thought I'd post it here.



Play Zoom Plane Pilot

Zoom Plane Pilot is an exciting collection game with flashy neon graphics.  The goal is simple enough - collect all of the orbs in a level.  But, with enemies and hazards trying to stop you every second, it might be harder goal than you ever thought it could be!

Controls are simple:
- arrow keys to move
- A, S, D, W to move
- SPACE to shoot
- ESC to pause

In particular, we'd like to know:
- is the game fun?
- find any bugs?
- how does the game look?  Does anything stand out in a bad way?


Thanks a bunch!


Play Zoom Plane Pilot
4  Hidden / Unpaid Work / Pixel Artist Needed on: May 17, 2011, 10:23:43 AM
Hey guys,

I'm looking for someone to make art for a Flash game.  The game is about 75% complete right now, but is being coded in Javascript/HTML5.  I'm planning to redo the game in AS3 and then look for a sponsor. We'll split any revenue 50/50 (in addition, the game WAS designed to be played on an IPhone so I'd like to put it on that).

About Zoom Plane Pilot:
  • the game is pretty casual - the goal is to move from one side of the room to the other while avoiding hazards
  • the game has a side view (think Hydorah and such)
  • the AMOUNT of art is comparible to the art that is on the following sheet - Item Sheet
  • the style is entirely open
  • I'm currently sending the demo to the artists that have written to me
  • I'm going to submit the HTML5 version to the Experimental Gameplay project

I'm guesstimating that to finish and then redo the game in AS3 will take about another week or so, and it'd be nice if the art was ready around the same time...

Please get in touch with me if you're serious about game development.  It's the 6th or so game that I've FINISHED on and I'm constantly working on new projects.  With the right artist, there's no telling how far we could go!

[Thanks for the interest all.  I think I've got all the help I need.  I'll make a new topic when/if I need somebody else!]
5  Community / DevLogs / Re: Killer Killer Bang Bang - Arena Platforming Game on: May 10, 2011, 08:28:26 PM
@yajo
I'm personally more comfortable with that set up.  Not sure why other people aren't.  I think it's just a preference...

@Phil
Um... actually, the data should be saved even when you close your browser...
What browser are you using?  I don't know why it didn't save...
This is clearly a bug Sad

Thanks for the feedback everyone!  It looks like I'll make the game a bit harder after all - I'll try to get to that in a couple of days!
6  Community / DevLogs / Re: Killer Killer Bang Bang - Arena Platforming Game on: May 08, 2011, 10:27:32 AM
The game is nearly finished.  I'm thinking that the only thing to be done is some slight tweaking (I'm thinking about making the game HARDER).

Let me know what you guys think of the updated version!

Player Killer Killer Bang Bang!
7  Community / DevLogs / Killer Killer Bang Bang - Arena Platforming Game on: March 30, 2011, 10:56:56 AM
I wanted to muck around with HTML5 games.  I didn't know what to expect, but the results are... not bad Smiley


Killer Killer Bang Bang is a retro looking, arena shooter.  It's simple to play, extremely fun, and can get quite challenging as the game progresses.  You could say that Killer Killer Bang Bang is like a retro version of Super Crate Box!

I've been thinking about working on a project slowly while I work on other stuff, and it looks like this game will be it.  In particular, I'd like to add:
  • More Levels.
  • Some type of boss for each level.
  • One or two more guns.
  • Achievements would be nice.

I'm not sure how much of them I'll do, so, we'll see how things come along.

The game will work on any HTML5 capable browser.  I'm on a Mac so could someone tell me if this plays in Internet Explorer?  

PLAY KILLER KILLER BANG BANG and leave some feedback!
8  Developer / Technical / Re: AS3 Newbie Question: Best way to spawn/kill an enemy? on: March 20, 2011, 06:25:22 AM
Michael James Williams Avoider Game Tutorial is how I learned to make games with Flash.  I thought it did a great job of getting the basics out of the way!

About the only thing that I think it didn't do a great job was sound.  He has an overly complicated process for adding sounds to the game.  But, that is the least of your problems atm Smiley
9  Developer / Technical / Re: AS3 Newbie Question: Best way to spawn/kill an enemy? on: March 19, 2011, 06:24:03 AM
I haven't worked with time lines/movie clips in a while, but I think that your problem is that you're performing 'addChild' to an already created object, thereby adding it's bitmapdata to the created object.

So, at the same time you click on the clone movieclip, you're ALSO clicking on the old object (because the clone has become a part of the original clip).

Basically, instead of calling 'addChild', you want to call 'stage.addChild' or '[parent].addChild' because you want to add the clone to some parent object not the actual object itself!
10  Community / Townhall / Re: The Pixel Pirate was released! on: March 17, 2011, 12:55:39 PM
Oh, hey!

Thanks for the play through, DD!

I've had other people complain about the sound effects as well.  I'll do that in a couple of days - it's actually a pretty easy change to make, but I'm a bit preoccupied at the moment.

As for the DLC, I can kind of understand that.  As I've mentioned a couple of times, I've wanted to try Mochi Coins for some time and thought it'd be a good opportunity.  I don't think I've received any sales from it, but, such is life Smiley

Again, thanks for the play through!
11  Community / Townhall / The Pixel Pirate was released! on: February 27, 2011, 03:35:19 PM
I finally released The Pixel Pirate!


The Pixel Pirate is a 2D rts type of game set in space featuring retro graphics and sounds.

The game features:
Amazing retro look and feel.
Over 20 exciting levels!
An online score board.
Randomly generated levels.
Special upgrades - unlock ships and new abilities as the game progresses!

--------------

The link is to the game on newgrounds!

If you could and you like the game, please vote it high! 

In addition, leave some comments for the game (good or bad).  I'm pretty curious to know what everyone thinks.

If you could share the link around, that'd be nice.

Because I didn't find a sponsor and I wanted to try micro transactions, the game has a bonus chapter that can be purchased (for $1).  I'll probably write a blog post about the results.  I don't see too many posts about purchasable content...
12  Jobs / Offering Paid Work / Re: Need sound effects on: January 31, 2011, 02:35:17 PM
And, of course, there's always sfxr!
13  Developer / Playtesting / Re: Sun God on: January 31, 2011, 09:11:48 AM
I like this a lot!  It's really cute!

Um... my cloud disappeared at the beginning of the game.  I killed about 10 or so enemies and it never returned Sad  So, I don't know if I had to kill more enemies or what...

I agree on the enemy thing - they spawn too frequently.  In addition, I thought the controls were kind of wonky.  For such a simple game, there should be a way to control it with one hand (maybe using the arrow keys to move around, up to select between objects, and down to water/burn?).

In any case, I really liked the game.  In fact, if you put a bit more work into it and added some variety, I'd imagine that it would be sponsor ready!

(Edit:  I was actually thinking that the game reminded me of Wasabi... I guess I know why!)
14  Developer / Playtesting / Re: Feedback - The Pixel Pirate (retro RTS game) on: January 29, 2011, 07:59:02 AM
@Dommy
I sent you a PM.  I was wondering if you could send me the screenshot to my e-mail address.

@lapsus
I'm glad you figured things out.  Also, the whole 'n' and 'm' thing was just for testing purposes - I uploaded the wrong version, heh...

I agree that it would have been nice if the difficulty came from the ships.  The reality is that basing things on time is easier to work with and I planned to make the game really quick.  Maybe if I make a sequel...

--------

I forgot to mention that another of my concerns is bug checking.  The movement AI was something that I've never worked with before and it was a difficult thing for me to wrap my head around.  So, it'd really help me out if you reported any bugs you'd find when you're units are moving around.
15  Community / Townhall / Re: Negative Spacecraft - launched at last! on: January 28, 2011, 01:12:24 PM
I remember playing this game a while ago [unless I'm thinking of a different game Smiley]

In any case, congratulations for the release, it's REALLY polished!
16  Developer / Playtesting / Feedback - The Pixel Pirate (retro RTS game) on: January 28, 2011, 10:27:41 AM
The Pixel Pirate is ready for some feedback!


The Pixel Pirate is a 2D rts type of game set in space featuring retro graphics and sounds.

Please let me know any criticisms that you have with the game.  My biggest two concerns are related to the art and the balance of the game.  Let me know what you think!

The official version of the game will feature:
Amazing retro look and feel.
Over 20 exciting levels!
An online score board.
Randomly generated levels.
Special upgrades - unlock ships and new abilities as the game progresses!

(Note: for testing purposes, there are only 2 (out of 4) chapters and 5 ships (out of 6) that are playable.  Send me a PM if you want to do a more thorough play test of the full version.)
17  Developer / Playtesting / Re: Robotix (2D space shooter) on: January 28, 2011, 10:14:06 AM
Congrats on the release!

I missed that you actually released the game, but remember seeing pics of the game.  It looks neat but I can't play since I'm on a Mac Sad
18  Community / Townhall / Re: Our game on 8BitFunding! on: January 25, 2011, 08:20:45 PM
Jeez Luiz, all the guy is asking is for funds for him and a partner to develop a game full time.

Yes, $6000 is a lot of money.
Yes, it's probably going to cost them MORE money just to make the thing.
Yes, there are people who've made games for cheaper.  As it's been said, those are the exceptions...
Yes, it's probably a risky thing for them to go full time.  A lot of the decisions in life tend to be and it's also a difficult thing to decide upon.

You guys act like you've never tried to make and finish a game before.  If you had, you'd realize that it's A LOT more work and A LOT more expensive then most people think it is.

Even if they DIDN'T release the stats, they just want to finish the game.  And, that's a hard thing to do when you have bills to pay...

I'm not a fan of Rogue games at all, but I just wanted to show some support tametick.
19  Community / Townhall / Re: The Bookeeper, 8Bit Funding + engine going open source on: January 25, 2011, 07:55:30 PM
I'm familiar with your old game but haven't played it Sad

In any case, I just wanted to say that I wish you the best of luck.  I like the art style of the new game and hope things work out well for you!
20  Developer / Technical / Re: Facebook, Flash, FlashDevelop & Actionscript 3 on: January 08, 2011, 01:04:01 PM
David, did you ever get that tutorial up?  I'd really like to post some of my games on Facebook finally :|

Or, can anybody recommended a good Actionscript 3 to Facebook tutorial that was made recently?
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