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1411125 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 12:56:12 PM

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41  Community / DevLogs / Re: 24 Killers on: July 16, 2014, 02:26:36 PM
This looks amazing, I'm really digging the colours.

Is that C# attribute-like thing makes me think it is but you have :Class at the end? Can I ask what your Embed attribute does?
afaik embed is like a grocery list that tells my game what assets to put into its compiler shopping cart

This looks great. I'm exciting for a game with detective game-play!
ty, me too!


today i made a



it is the only one in the game. it is very special
42  Community / DevLogs / Re: 24 Killers on: July 14, 2014, 11:42:55 PM
fuuuuck

recorded and implemented all of these sfx today. it feels so alive now. i used a combination of synths and live recordings with my mic

i'm being smart this time and keeping volume variables for each sfx in the same class so i don't need to dig around to tweak volume levels


@JctWood - i haven't used flixel so i can't speak for it. if you've already started with flixel, i say roll with it
43  Community / DevLogs / Re: 24 Killers on: July 14, 2014, 02:39:39 AM
oh right! i should have mentioned that in the first post. this is a remake of a game i made last year for 7 day roguelike. you can play the original version here http://toddluke.com/24killers.html . this new game is going to be way expanded and correct a lot of the design flaws of the original

today i added a directional sound system and a few test sound effects. sounds pan and get quieter/louder depending on distance. you'll hear feet shuffle, trash blowing around, bushes rustling, and other ambient stuff


it's 3am so i'll close out with the jingle i wrote for when your skel hops into bed

https://dl.dropboxusercontent.com/u/74132074/sleepFan.mp3

44  Community / DevLogs / Re: 24 Killers on: July 12, 2014, 08:00:54 PM


redesigned the coffee shop exterior and started adding swaying foliage around the island. i also made the camera pan up when you're colliding with a door so you get a better look at the buildings.

i'm trying to submit to fantastic arcade by tomorrow even though there's zero audio in the game. oh well!
45  Community / DevLogs / Re: 24 Killers on: July 11, 2014, 01:31:13 PM
ty everyone

when you slap too many innocent people at a location, the bouncer kicks you out for the day. i scripted out that event today.


you can see the person i slapped gets all hot and bothered. they'll refuse to give you clues for that day if they're wrongly accused.
46  Community / DevLogs / 24 Killers on: July 10, 2014, 08:01:57 PM

24 Killers is a life sim with who-dunnit elements. It takes place in an island town filled with monsters which you'll be able to explore from the beginning of the game. You'll encounter strange beings, and people to help that will cause your town to improve and grow.

i'm doing all the art,music, and programming. it's being made with flashpunk. all of the major systems are in, it's just going to take some time for me to finish all the art, sound, and music. no release details have been worked out yet.



so yeah, enjoy.

47  Community / DevLogs / Re: winnose on: January 07, 2014, 07:09:03 PM
winnose was released today on adult swim games!

click this hyperlink to play----> http://games.adultswim.com/winnose-puzzle-online-game.html

click this hyperlink to watch the trailer but you should probably just play the game---->



click this hyperlink to listen to the ost by calum ----> http://calumbowen.bandcamp.com/album/winnose-original-soundtrack



i'm marking this as done. enjoy!
48  Community / Competitions / Re: Ludum Dare 28 — December 13th-16th, mark your calendars! on: December 23, 2013, 01:50:16 PM
i made a game

that you gotta play

it's got booty, speed, music, video graphics

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=11463




kosmotrot
49  Developer / Design / Re: So what are you working on? on: December 18, 2013, 07:34:11 PM

high level trotting
50  Developer / Art / Re: show us some of your pixel work on: September 20, 2013, 03:07:41 PM
dont you dare take any saturation out of that red
51  Community / DevLogs / Re: BLOCPK: Competitive Hoarding: Pickup Artists on: September 14, 2013, 04:47:49 PM
that seems fair, seeing as you dont have to be on top of a single block to pick it up. keep up the good work dudes
52  Community / DevLogs / Re: BLOCPK: Competitive Hoarding: Pickup Artists on: September 14, 2013, 04:34:42 PM
ah okay. it looks odd in the last gif. the minimum jump seems around 4 blocpks high

(didn't want to page this)

53  Community / DevLogs / Re: BLOCPK: Competitive Hoarding: Pickup Artists on: September 14, 2013, 04:26:04 PM
the art is looking great. judging from the gifs that have been posted, it seems like there is no variable jump height. adding that will make the movement feel a lot better and give the player more control over their actions
54  Developer / Art / Re: show us some of your pixel work on: September 13, 2013, 08:05:26 PM
55  Community / DevLogs / Re: winnose on: September 11, 2013, 04:54:01 PM
the game is done! i'm contacting sponsors atm. i'll update the bar to 100% once you can play it somewhere. think of the game in that puffy eyed, pre-sneeze state, where you're not sure what's going to happen
56  Developer / Art / Re: show us some of your pixel work on: September 08, 2013, 08:18:05 AM


yeeesssse
57  Developer / Art / Re: show us some of your pixel work on: September 07, 2013, 09:25:14 PM
58  Community / DevLogs / Re: winnose on: July 20, 2013, 12:05:55 PM
this is moving along steadily. been polishing the boss and animating the ending scene. dont have much to share in way of screenshots. i want you to be caught off guard when you get to that point. its like a different game

going to set august 25th as the deadline for myself to finish this
59  Developer / Art / Re: Art on: July 14, 2013, 06:33:45 PM
i forgive you guys stealing my sand art because that light weave is so sick
60  Developer / Art / Re: Art on: July 14, 2013, 06:10:06 PM
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