Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411365 Posts in 69352 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 04:09:07 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 ... 8 9 [10] 11 12 ... 33
181  Community / Versus / Re: VOTING on: March 14, 2011, 09:40:21 AM
Damn, I thought this was a multiplayer game where you voted..
182  Community / Versus / Re: Guardian Soul on: March 14, 2011, 09:38:20 AM
I hate DLC. HATE. You should just offer the full game for a price. Much better tactic IMO.
But then they can try before they buy..
183  Community / Townhall / Re: MineLands - Minecraft Clone on Facebook on: March 14, 2011, 07:39:37 AM
Unity loaded, then when the bar completed, it dropped back to 75% and started again, then when it finished, error.
184  Community / Townhall / Re: [iPhone] Helsing's Fire on: March 14, 2011, 07:38:17 AM
An update with new mechanics? Downloading Smiley
It was in the campaign, how do I get the puzzle code for that?
(Take a look at the screen shot though! See if you can see it.. )

The last 30 puzzles you play (either in campaign or bounty) are saved to the Journal. Just open it up and scan it for the problem puzzle.

I spent a few minutes with the screenshot, but couldn't figure it out. :D

My latest journal entry is from months ago.. is it not saving the journal if you don't win?
185  Community / Townhall / Re: MineLands - Minecraft Clone on Facebook on: March 13, 2011, 03:44:20 PM
"The content was stopped because a fatal content error was detected"
186  Community / Townhall / Re: Courtship Cannon: Fire the Pleasantries! on: March 13, 2011, 03:41:45 PM
Looks like fun. Reminds me of the good ol' days.
187  Community / Townhall / Re: [iPhone] Helsing's Fire on: March 13, 2011, 03:40:08 PM
An update with new mechanics? Downloading Smiley
It was in the campaign, how do I get the puzzle code for that?
(Take a look at the screen shot though! See if you can see it.. )
188  Player / Games / Re: Games you can't remember the names of on: March 12, 2011, 08:20:35 PM
Ok, SHMUP meets fighting game.
Graphics like the Touhou games, girls in dresses etc.
It was a 2D fighter, but you could shoot bullets. If you were dashing, you could go through bullets.. interesting mechanic.
Anyone remember?

Got it. "2d fighting game dashing can dodge bullets" on google found a wiki. Some guy had a blog about the game strategy somewhere, too.

189  Player / General / Re: You Might Be a Programmer if.... on: March 10, 2011, 01:11:17 PM
After writing objective-c for a few years, I sometimes hit @" when writing e-mails..
190  Player / General / Re: TIGSprovement "game design" concept - User stats? on: March 10, 2011, 01:10:25 PM
Awesome idea.
We could integrate this in the Collaborations thread - "Find me an artist who is medium skilled at pixel art" etc.
191  Developer / Design / Re: Designing a fighting game? on: March 10, 2011, 08:34:01 AM
Highly recommend either getting an artist (or more) to work full-time
Or drawing rectangles/hit boxes so you can focus on what matters most - mechanics.

Think of "options", for example in Guilty Gear:
Attacking: Chain into stronger attack, chain into special/super, roman cancel, f. roman cancel, jump cancel from normal, super-jump cancel, jump-install..

Defending: High/low block, instant block, slash-back, faultless defense, alpha counter (forget the "gg" version of this move).

Variations: Baiken can attack out of block. Zappa can activate the dog (I think?)

Being hit: Time your techs, Burst.

GG gives most of the control to the attacker, but the inclusion of Burst and the many options for adjusting your distance while blocking - Faultless defense puts distance between you but increases stun, but also absorbs chip damage. Slashback is risky, keeps you in the same spot, but gives you a fast (but NOT instant) recovery.

GG's oki (attacking while they are down) game favors the attacker for pressure, but makes it harder to throw/score hits (because of the low throw range, 6frame throw invincibility and lack of fast high attacks).

Third strike's fighting is much more fluid - it's more "hit to hit", and the wakeup game is very interesting because of highs,lows,throws, canceling into supers and easy parries. Prediction plays a key role in Third Strike becase parries are easy to do, can be done on wakeup (cannot parry on wakeup in GG - favoring the attacker's pressure) and give instant recovery.

Then Smash Bros. gives the defender control over *where* they go, giving a more "struggle" feel, like dogs fighting.

I think you should figure the "feel" of the game - is this a game of high offense? Prediction? Movement and spacing management? Are attacks generally safe or unsafe on block? On whiff? How much is reactable to? How much is predictable? How much is technical oriented?
192  Developer / Design / Re: I'm bored. What do I DO!? on: March 10, 2011, 08:12:07 AM
YES. I AM BORED!  Concerned....

I hate this stuff. I WANT to be creative but I just CAN'T DO it. I WASNT to make games but I feel like it's SOOO far till completion. What do I do!?  I usually start working on my game, then I have some small progress... then I get bored. I want to start a new game and...NO!!! Must no abandon project! I have no idea how to speed up progress and seeing all of thie MARVELOUS stuff you guys make... man...  Lips Sealed.


Sign off the forums. Turn off your tv, cellphone. Go for a walk. Then pick up a pencil, start writing, etc..
193  Developer / Design / Re: Game designing in your dreams on: March 10, 2011, 08:05:07 AM
I got shot in my dream this week, the night before working on an assassin game.
194  Developer / Design / Re: Game designing in your dreams on: March 09, 2011, 12:40:30 PM

Manuel, what about BIT TRIP tripped you out?

BIT. TRIP BEAT, although I have seen recently the trailer of BIT. TRIP FLUX (which from the trailer had the same game play as BEAT), so it was either of them.

So.. what tripped you out? What unnerved you in your dream?
195  Community / Creative / Re: How do you get out of a slump? on: March 09, 2011, 11:56:43 AM
Stop thinking about what you want to do.
Shut off all distractions: phone, internet, tv, movies.
Go for a walk, then sit and think for a while.
Don't force it. You'll find yourself creating without even recognizing it.
Don't label or categorize your creativity.
196  Player / Games / Re: Online NES thingie! on: March 09, 2011, 08:15:08 AM
Hah do you have the Street Fighter with Smash Bros sprite rom?
197  Player / Games / Re: iPhone recommendations? on: March 09, 2011, 08:14:32 AM
Tiny Wings has me enthralled lately. I'm a sucker for anything with procedurally generated content.

Just tried it out - it's fun. Glad they zoom out the camera -- my main issue with Wavespark was inability to predict future slopes when high in the air (a map showing what's coming up would have worked fine too).
Had a bit of trouble playing like Wavespark (where you hug the ground tight b/c you can't predict very well). Different gravity physics I guess. I'll have to try it again before deciding to buy or not.
198  Developer / Playtesting / Re: Chaos Attractors (was Gravity Battle) on: March 08, 2011, 07:04:28 AM
Watched a video, look awesome!
Any chance of a Mac port?
199  Developer / Design / Re: Pavlov's Game (an idea) on: March 08, 2011, 06:47:56 AM
When dog barks at wrong time,
Hit dog.
Tell dog to go into other room http://forums.tigsource.com/index.php?topic=5131.885

EDIT: Train dog to bite his foot and whimper when barking at the wrong time. Train dog to request transport to barking room.

Pavlov's training is complete.
200  Developer / Design / Re: Can a game make a person cry and some arguing too. <.< on: March 08, 2011, 06:44:52 AM
If anything, game makers should strive to make their games more like music. Not paintings, or film, or books, or movies. The joy of playing and experiencing music surpasses all of these.
Most games I've played have felt to me like badly constructed songs, with repetitive notes and predictable, uninspiring phrases.
Instead of asking "can" - why not try to make a game that achieves your goal - however arbitrary it is. Pushing our skills in practice yields results, this discussion won't answer anything directly.
Pages: 1 ... 8 9 [10] 11 12 ... 33
Theme orange-lt created by panic