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563
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Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!!
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on: December 25, 2009, 08:29:55 PM
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Thanks, I kept doing a search and couldn't find anything. I asked him to play Avoision 2  EDIT: What's the best internet (or real life?) prank you ever pulled? Mine was convincing a camwhore (who solicited me on Skype) to look at goatse, while at work. But the punked me back with her response: "You only have one picture?"  . She was legit, I even looked her up on wikipedia.
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565
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Developer / Technical / Google Labels for File
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on: December 25, 2009, 10:59:09 AM
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Ok, I had this idea years ago, I hope someone's done it since and if not, looking for some technical advice on how this could be done? Basically it would be gmail labels for files on your operating system.
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572
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Community / Assemblee: Part 2 / Re: HUBRIS QUEST ONLINE (MMO)
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on: December 23, 2009, 10:11:36 AM
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I like the setup, Geeze. So the players choose their action then every server-combat-tick (slower than a regular tick) their actions occur concurrently, or cycling? Though maybe the players should have the option to just pass through if no one's targeting them?
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573
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Developer / Design / Re: Things that have never been done before...
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on: December 22, 2009, 01:42:48 PM
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That image makes me think of Fear and Loathing in Las Vegas.
A game about substance abuse, where each level has a graphical style and control system that mirrors the substance in question, sort of like how F&LiLV used different camera techniques for each scene to match the characters' current influence?
-SirNiko
I'd swear there was a PS2 game which simulated the effects of various drugs. Can't remember the name. EDIT "Select the drug in your inventory, then press R to use it. Congratulations, you're officially high in a video game. After the effects wear off, talk to them."
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574
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Community / Assemblee: Part 2 / Re: HUBRIS QUEST ONLINE (MMO)
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on: December 22, 2009, 01:32:07 PM
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Holy crap you actually have it running and in my browser. I was exploring great until someone dropped a 30-bomb. Anyways, please.. please make the combat awesome. With regards to runes.. how about runes or special weapons that drop when you're killed or log off? So PlayerX with the MegaFireBallerStaff might go attacking some place but, if they die, they lose the weapon. You know, like counterstrike or something. Have you played http://mudii.co.uk? Will you tell us more about your ideas for the game?  Whatever you do.. please don't make the game a CHORE to play. Like "Ye newb must cut 100 trees before I give you an axe. Fight the 200 rats before I increase your hp". Let the players have fun, quickly  .. psst: I worked as an mmo-designer for 2 years at a company that got killed by the market crash  and have lots of crazy and interesting ideas/designs/systems and would love to chat with you about stuff / act as a sounding board should you need that. quantumpotato ate hotmail or pm me for other modes. 
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575
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Community / Assemblee: Part 2 / Re: Mushroomer! [FLASH]
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on: December 22, 2009, 01:17:12 PM
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Thanks guys! Yeah, the cloud effect is something I am particularly proud of. Because Flash isn't particularly fast at dynamic noise processing/blurring/color transforming, the cloud layer is completely preprocessed and revealed by a shifting perlin noise map as the alpha channel. I was quite happy with the result. I love the idea of a grappling hook, X3N. I will definitely try to include something like that. Wouldn't it be awesome if you could grab a speed power up, run, leap and grapple over an otherwise impossible gap, thereby shaving valuable seconds off your time and saving your life!? That would be excellent. Unfortunately, a man's gotta eat  so updates will have to wait til later tonight. Does anyone here know the name of the indie game which featured much grappling? I can't remember if it ever came out, only saw videos.. I think you were a chick and you flew around at high speeds inside a cave shooting at things. Not Metroid, not BionicCommando, Not YGTGH, Not HookChamp. Could be good reference? cheapshot: I think this game needs a BOSS!  Just throwing ideas out here, but what if you didn't fight the boss directly, but had to lead it into other monsters / pits / lava pools with your excellent mobility? Maybe said boss could wallwalk and doublejump 
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577
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Community / Townhall / Re: Skullpogo iPhone - New Version! (1.1)
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on: December 12, 2009, 11:00:51 PM
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So falling faster = more points? interesting. For the perfectionists, you could add a "closer to the center of the sprite = more points" modifier. Really fun game you guys have made, looking forward to the update  . btw the big cow is hilarious looking.
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579
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Community / Townhall / Re: Skullpogo iPhone - New Version! (1.1)
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on: December 12, 2009, 10:01:04 PM
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Doh. I misread it wrong. Got it! Thanks  Btw how does the scoring work, exactly? There seems to be some randomness involved. And what causes the different words to pop up - is it based on how you've been comboing/accuracy or is it more random? second edit: this is more fun than rolando (which sold hugely)
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