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

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181  Developer / Art / Re: show us some of your pixel work on: October 23, 2012, 05:37:08 PM
@Cellusious - You have some cool ambiance and imaginative character concepts, but I think rushing through these, using tons of colors, and making them huge is hurting what could otherwise be pretty neat.
182  Developer / Design / Re: So what are you working on? on: October 12, 2012, 05:05:46 PM
183  Community / DevLogs / Re: Blitz Meet [fin] on: July 31, 2012, 04:54:32 PM
Haha, this made my day! I'm flattered you guys used my game for part of the tournament. "Blitz Meet 2 Turbo" has to happen now!

Thanks for sharing the video. I'm stoked people are enjoying it.


p.s. - Next time you guys play, press F4 to change it from windowed to fullscreen. I should have made that more clear in-game.
184  Developer / Art / Re: show us some of your pixel work on: July 29, 2012, 10:26:29 AM
You are a good man.
185  Developer / Design / Re: So what are you working on? on: July 28, 2012, 10:30:03 PM
Started learning FlashPunk. Here's the thing I'm making to mess around and learn- https://dl.dropbox.com/u/74132074/Boulder%20Dash.swf

Arrow keys to run and dodge the bouldas'.
186  Community / DevLogs / Re: Soda-pop-coke on: July 25, 2012, 08:32:43 PM
Awesome Daray. Glad to see a devlog for this!
187  Developer / Art / Re: show us some of your pixel work on: July 25, 2012, 11:46:50 AM
The Kanji are so sick. I like the "feel ____" logos as well.
188  Developer / Playtesting / Re: Chain Champ - v1001 released on: July 24, 2012, 01:27:47 PM
The version the indie impressions guy recorded was the older one. The latest build addresses most of the issues he was having. This game isn't without its flaws, but hopefully you'll enjoy it!
189  Player / General / Re: Human Hugs on: July 19, 2012, 01:06:21 PM
@Medevenx-In 2006 when I was in highschool I had acne pretty bad so I feel for ya. Pimples, acne, and boils run in my family. I went to a dermatologist and he gave me some pills and a topical cream that I used for less than a year. I saw results within weeks. You would never guess I had a problem with acne back then if you looked at my face now.

I can't recommend one method over another because, well, I'm not a dermatologist and everyone's skin is different. But whatever action you take do it quickly and try to resist picking at your face. The longer you wait, the more scarring you'll have which is not fun. Best of luck man.
190  Developer / Art / Re: Dota's character style guide on: July 19, 2012, 07:59:09 AM
@DanFessler- There is some great practical advice in these. Thanks for sharing!
191  Developer / Art / Re: show us some of your pixel work on: July 10, 2012, 07:09:15 PM
Vinny

Inspired by poe's octopus.

edit:
192  Developer / Business / Re: What does your physical workspace look like? on: July 09, 2012, 10:05:39 PM
193  Developer / Art / Re: Art on: July 08, 2012, 07:22:28 PM
Exactly!
194  Developer / Art / Re: Art on: July 08, 2012, 10:36:52 AM
A fun little concept piece I did last night for something. Been trying to pracitce lines and perspective.
195  Developer / Art / Re: show us some of your pixel work on: July 07, 2012, 06:09:35 AM
@s0ta

(I scaled up ben2theedge's guy on the right)

There's no harm in doing a sprite edit to learn, but you shouldn't claim it as your own.
Shrug
196  Developer / Art / Re: show us some of your pixel work on: July 06, 2012, 11:09:06 PM
@kitheif- I like your character design a lot and tried to stick pretty close to it. Here's kind of a run down of what I changed:
>
-Upped the saturation on the colors by a lot.
-Used the hair color for the pants to contrast the shoes. This alone helped the animation a lot I think.
-Reduced to 4 frames instead of 5. When you're doing running animations and there are an odd number of frames there is usually a problem, in my experience anyway.
-Redid a lot of the shading to add volume. You can notice it on the legs and hair the most.
-Gave the hair and scarf some jiggle using shading.
-Only used 2 colors for the pants and shirt instead of 3.

Here's the .gal file. Keep up the good work!
197  Developer / Art / Re: show us some of your pixel work on: July 06, 2012, 09:28:25 PM
Something seems to be wrong with the link. I'll try to give it a go if you can fix it.
198  Developer / Playtesting / Re: Venusian Vengeance [FGL] on: July 05, 2012, 08:31:38 PM
Just finished playing through from the beginning without skipping levels. I'm really stoked on this Alec! This game has a good weight to it(that's the best way I can describe the feeling) that I feel a lot of flash games lack.

I made a running list of thoughts as I played through it:

-red bullets are tough to see on a lot of the backdrops
-solid artwork. I love the colors
-"my rockets will send you back to earth...in pieces!"
-maybe make health pick ups flash. difficult to see on purple ground
-noticed there was no cover system like in the renegade sector games. I found myself using the environment a lot for cover though, so I didn't miss it too much.
-great cheesy one liners
-good checkpoint placement
-human enemies dissapeared into walls when going on conveyor. intentional?
-cool how enemies used conveyor
-hearts get stuck on short walls when defeating the vertical shooter robots inside the base
-some more bass and percussion in the music would bring out the action vibe a bit more. I enjoyed it nonetheless.
-no enemies came charging at me when I was waiting for the 2nd elevator. intentional? I was shooting into the distance so I might have killed them
-music after motorcycle ride didnt stop and overlapped with forest music. After I died it reset and was fine.
-cave music is rad after claw boss
-I like the cave lighting gradient a lot
-great enemy variety except for the last level where I only fought ninjas
-cool to see you refine the Renegade Sector formula this much. It's getting really sharp
-alpha base music is pretty sweet
-2 shots killed the ninja boss. Forgot to reset health while testing maybe?
-loved the breakout-ish blue ball weapon and how you designed the level around it.
-the difficulty ramp was great, but the boss difficulty seemed like it actually got easier as I progressed.
-the bosses only had one attack each besides the giant robot, and his attacks were easy to predict

-the bearillas would get stuck sometimes right after spawning on the sides of the level


The level variety was perfect and kept me going without feeling hung up or bored. I think the only exception was the Alpha Base, but I take it you are still working on that one because it is the last level.

Overall, one of the best flash games I've played. I'm stoked to play it again after you get a bunch of feedback from the community and refine/polish the game a bit more. Thanks for letting me try it out!
199  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: July 05, 2012, 05:41:28 PM
That's cool. I like the idea of having to depend more on your surroundings and making due.
200  Player / General / Re: What did/are/will you eat(ing)? on: July 03, 2012, 06:53:07 PM
@Shelby- sounds derlicious

edit: Wheat ale & california rolls
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