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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

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81  Community / Versus / Re: he brought a knife to a gunfight on: January 24, 2011, 12:42:13 PM
I see great things coming from this thread.
82  Community / Versus / Re: Guardian Soul on: January 24, 2011, 12:41:24 PM
Haha, thanks guys, I'll check those out and let you guys know.

I'd better start picking up the pace. Lots of expectations around here! Shocked
83  Community / Versus / Re: Guardian Soul on: January 24, 2011, 12:32:35 PM
We're also willing to collab madness for this.

Please explain.

Also thanks. Grin Send me a link to where I can listen to stuff you guys made.
84  Community / Versus / Re: Guardian Soul on: January 24, 2011, 12:26:54 PM
Not at first. The plan is for the boss player(s) to stick as so until the end of the 'round' (which would be the whole game). I'll probably create soemthing for the players to easily switch roles, though, because that's a neat idea.
85  Community / Versus / Re: Super Ninja [insert animal here]s on: January 24, 2011, 12:24:01 PM
This is looking niiice.
86  Community / Versus / Re: Mustering of the Titans on: January 24, 2011, 12:07:08 PM
I'll be eager to give it a shot. Grin
87  Community / Versus / Re: Pencerkoff Starship (DEMO v0.1) on: January 24, 2011, 12:06:13 PM
I don't think hotseat is what you're thinking. Hotseat is multiplayer where players swap who's playing at a specific moment, like turn-based games, and players don't play simultaneously.

At least I'm farily sure of it.

Also your concept looks really interesting.
88  Community / Versus / Re: Guardian Soul on: January 24, 2011, 12:02:12 PM
Send me some examples of your work through PM.
89  Community / Versus / Re: Douchemonger. Fucker. Landlubber. on: January 24, 2011, 02:59:18 AM
Please place the correct message icon on your thread.
90  Community / Versus / Re: Guardian Soul on: January 24, 2011, 12:50:17 AM
I'm currently sending the musicians that offered help the tracks that I'll want. Anyone else interested can still try and hop in. That includes you Droqen. Grin
91  Community / Versus / Re: Versus Competition: Rules on: January 23, 2011, 12:07:32 AM
Shut up and get to work.

Die with honor.
92  Community / Versus / Re: Guardian Soul on: January 23, 2011, 12:06:52 AM
Those are interesting ideas, though right now the setting is "ancient temple"tm.

Does anyone here use Adobe's Stratus service for P2P connections between Flash apps? I have a couple of questions for anyone who does.
93  Community / Townhall / Re: A.R.E.S released On Steam Today!! on: January 22, 2011, 09:38:55 PM
Here's my story, and it is riveting.

I had seen this game and tried a much earlier demo before. I don't really remember what I thought back then, but yesterday I grabbed the latest demo, played through it, thought it looked pretty fun and interesting and picked up the full game on Steam.

Now, after having completed it, I'll say the game's pretty fun. It's got good feedback, some interesting level design, the main character design is one I really like, and it does the whole "shoot many things that go explodey" fairly well.

Unfortunately the game just feels underwhelming in general, with several small flaws that pile up to keep it from its true potential. There's the ambiguous hitboxes making dodging attacks and some platforming tougher than it should, I really think the roll/dash should have been placed on its own input instead of sharing it with the jump, that auto-scroll climbing segment with the green spider robot I absolutely loathe because of the bouncing coupled with the issues I just enumerated, weapons are almost strategically identical, environments blend together because of some poor aesthetic design, and I'll just shut up here.

I'm hoping they improve things a lot on the next chapter, because there's plenty of potential here. Oh and try to get someone to proof read your script, unless you're really going for the Engrish vibe.
94  Community / Versus / Re: Versus Competition: Rules on: January 21, 2011, 10:55:12 PM
Sorry to be on topic, but are we allowed to post demos?

Droop
95  Community / Versus / Re: Guardian Soul on: January 21, 2011, 10:54:22 PM
Different boss attacks would have different 'energy' requirements. This also means that each would have at least one very powerful attack that would leave them unable to act for a short moment. If used improperly it could give the hero player a lot of free time to dish out damage on the defenceless boss.

I'm chilling out a bit today, but with my promise of working on this and my other stuff daily, I'll still have some progress to report later. I'm hoping the weekend is very productive.

EDIT: Mostly design work tonight. Coming up with bosses and attacks, though I have nothing to show at the moment. Hopefully tomorrow I'll have something good for you all. Grin
96  Community / Versus / Re: From Somewhere, A Transmission... [no title yet] on: January 21, 2011, 04:34:39 PM
Yeeeessssssss...........
97  Community / Versus / Re: Guardian Soul on: January 21, 2011, 04:33:40 PM
Hello!

Melly, I love your mockup art D:

Yay! Why sadface though?

You've been talking a lot about the bosses; what about the 'player' character? What kind of abilities will he (or she; goddamn pronouns) get? Of course, it's a slightly less thrilling (and less difficult) topic since the player's control scheme is the more commonly seen one :3

I'll be elaborating on the hero player's controls sometime in the future. With pictures.

Though I did mention that he'll get special abilities from downed bosses, because I haven't been watching megaman challenge gameplay videos enough.

On the topic of radial menus and the mockups thus far: What about bosses who can do things to the environment? The best (only) example I can think of is a boss who can move along the screen, forcing a scroll for the player to follow, but will everything step from the boss entity?

I'll decide the best way to control each boss's ability. The one I showed is the simplest one, but it's likely each attack with have a slightly unique control to be issued, all in the spirit of making it both intuitive and fast.

Yeah, I'm not going to constrain myself to bosses that can't do more than move and attack. I have an idea for a boss that can alter the environment significantly around itself. That should be a little unique to design.

Waht do you mean with "but will everything step from the boss entity"?

And my last interrogation topic: What will the boss player do while his actions are being carried out? Wait, watch, and plan for the next one? Can actions be set up while the previous one is going on? Can they be interrupted?

Like I mentioned previously, after the action has been issued the cursor is freed for the player to queue the next attacks in sequence, the boss entity following through with them as fast as it's able.

Yes, actions can be interrupted. Most by the boss player, but I have ideas for some that the hero player can also stop short with skill (like a healing ability). I'm thinking of implementing soemthing to limit a bit how crazy the boss player can be. Maybe an action bar that's used up by issuing commands, and interrupting an attack to make another surprise one won't be a free action. It's possible that the hero himself will be affected by something similar as well, though without restraining him so much as adding a little strategy, maybe to the use of special attacks.

INQUIRING MINDS MUST KNOW but seriously why do I have to ask so many questions ._.

Because you're interested? Thank you for that by the way. Grin

Finally: I might try throwing some music at you, but don't you dare rely on me for music.

Haha, thanks, though I don't believe I'll have problems with music-getting for this one.

You could add an option for offline play that hides your cursor while selecting an attack, for people that know what the attacks are and don't want to telegraph them as much.

Mmm, possibly. It does feel like this concept would work a lot better online, but I will make sure to work on the offline as well to see how to balance it. That can be an interesting idea to implement.
98  Community / Versus / Re: Versus Competition: Rules on: January 21, 2011, 04:10:10 PM
FleshSpunk
99  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: January 21, 2011, 06:35:49 AM
Hey, I think I remember those.
100  Community / Versus / Re: Guardian Soul on: January 21, 2011, 06:29:46 AM
I think the bosses require some complexity and variety to make them interesting to use and get good at. 4 bosses is my goal, but I may just end up with less than that.
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