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1411258 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

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1  Community / Versus / Re: Post Finished Entries Here! on: February 27, 2011, 08:08:53 PM
<div style="padding: 5px; padding-bottom: 0; float: left"><img src="http://static.allegro.cc/image/cache/5/e/5ef61d3bc06b13f9a785fa27542eeafa.png" width="300" height="200" /><p style="margin-top: 0"><a href="http://forums.tigsource.com/index.php?topic=17702">JumpTheGun</a>, by Aaron Santiago, Jackson Read, and Jared Otto</p>
</div>
2  Community / Versus / Re: Volcano Brothers (initially known as Hungry Turds)[FINISHED] on: February 27, 2011, 10:36:49 AM
Very demo-y, but it has obvious potential and is a nice romp with a friend.
It needs a preloader, I thought flixel gave you one though...
3  Community / Versus / Re: Orbitrail [FINISHED] on: February 27, 2011, 09:53:40 AM
What to do if the opponent starts to circle on the surface of the sun? Is there a possibility to counter this? Maybe it was a good idea after all when the sun killed player when touched?
Yeah, this completely broke the game. D:
4  Community / Versus / Re: Two cars, one table on: February 26, 2011, 05:07:34 PM
If you're going non-projector, I think it would still be cool to be able to give the game some random image off my hard drive to play as a map.
5  Community / Versus / Re: TTTCW (Thubalup Thubalup Thump Crack Whump) [FINISHED] on: February 26, 2011, 02:06:54 AM
Edit: All right, the preloader is back. Basically the input pause prevention was done in the wrong class and whole game had to be loaded to start the preloader. Facepalm
Pro logic.  Giggle
6  Community / Versus / Re: TTTCW (Thubalup Thubalup Thump Crack Whump) [FINISHED] on: February 26, 2011, 01:49:17 AM
Link's showing up blank right now.

EDIT: Nevermind, there just isn't a preloader.

Much better.  Grin
7  Community / Versus / Re: JumpTheGun (formerly Pew!Pew!!Pew!!!) on: February 26, 2011, 12:43:28 AM
OH GOD I GOT SO MUCH DONE.
I WILL get this done for Monday OH GOD IT'S TONIGHT.
It's going to happen.
8  Community / Versus / Re: TTTCW (Thubalup Thubalup Thump Crack Whump) [FINISHED] on: February 25, 2011, 04:06:30 PM
Also, I just hit a little glitch where if you tap up or down on the lance at the very last second, the other player never dismounts, but the score counter goes up.

[edit]
Basically if any win is registered in the last split second, albeit a shield moving away or a lance being put in place, the losing player never dismounts. I can get both players to get hit but not fall off at the same time. Concerned

Game's great though, I love it.
9  Community / Versus / Re: TTTCW (Thubalup Thubalup Thump Crack Whump) [FINISHED] on: February 25, 2011, 04:04:07 PM
I know you're done and all, but it's just a little annoying that if you're typing in a name for the character and you happen to press "p," the flixel pause box shows up and the music stops. You can still type into the box at that point, but it freaked me out a little bit, I thought I broke it.
10  Community / Versus / Re: Pew!Pew!!Pew!!! on: February 20, 2011, 09:17:29 PM
controls feel pretty good, I would suggest you detect if a player is holding against a wall / sliding and reverse the bullet direction so they can slide down while shooting easier, but that might just be my megaman training talking.

Also, I had to rename the dll with a '-debug' for it to work (v2).
Phew, at least it works. Also, I did go on to fix the bullet direction on the wall in build 3, which is coming. Once I solidify all of the new animations I'll put that out, and then build 4 will be the final one.
11  Community / Versus / Re: Tetris Fight Club on: February 20, 2011, 09:01:31 PM
You can now fight the AI yourself: I would appreciate feedback on the difficulty.
I BEAT IT Epileptic
difficulty was ridiculous, it took a very long time to get a hang of the metagame before i beat him. It would be very very good to put in a flash or something right as the jump starts charging so it's more obvious, otherwise it's really the problem.
12  Community / Versus / Re: Tetris Fight Club on: February 12, 2011, 08:29:40 PM
Try mapping player 2 controls to the arrow keys, that way you can get around the generic 3 key limit for keyboards.
13  Community / Versus / Re: Two cars, one table on: February 07, 2011, 07:11:33 PM
Hello,

I didn't intend to participate to this jam since i'm on another project but i stumbled upon

.

I find this idea awesome, so i started to play with some libraries a few days ago to see if that was doable in python and finally i'm having a "working" rough version of it playing on a static image, I have to make some serious tests with my webcam tomorrow with some proper lightings.

I'll put some screenshots tomorrow.

The versus part will be a kind of mariokart battle. As you may have noticed, the gameplay is not going to be original but the fun part for me is coding it and having cars moving around my table. Durr...?
"screenshots"  Big Laff
If you actually get this working, I will instantly worship you as god tier.
14  Community / Versus / Re: Pew!Pew!!Pew!!! on: February 07, 2011, 12:54:28 PM
Got shooting in, check it out guise! Hand Shake Left Smiley Hand Shake Right
15  Community / Versus / Re: Mercenary Duel on: February 06, 2011, 04:18:26 PM
#4 ->  Cave Story
16  Community / Versus / Re: Ronin on: February 06, 2011, 03:37:52 PM
here is a quick mockup. I need ti figure out how to better emulate the style but I have my asset list so I can start as soon as I nail this down.


A note on the style: Look at this. There are much less smooth and sweeping strokes, Japanese calligraphy is more of "SHOVE THE BRUSH ONTO THE PAPER, SWEEP IT OFF THE PAPER REALLY FAST"
The edges that look like the brush touching the paper as it goes across are actually the brush repositioning as it's being moved, if you know what I'm talking about.
17  Community / Versus / Re: Dungeonesque - Hero Vs. Dungeon [Playable v0.1] on: February 06, 2011, 03:31:10 PM
I'm liking the idea of gen defense, really adds a strategy element to the overall goal of the game. But it would make the DM's work that much harder. So it could go both ways.
It'll make the player's movement much much more predictable, so it might be easier for the dungeonmaster in some ways.
This would also give the game potential to be more sophisticated, as traps and skills can be geared towards mana pool defense/destruction.
Also, it would make the dungeonmaster feel more frantic right from the get-go, he'll be building his back manapools with his spare turns.
18  Community / Versus / Re: Synchronous Smash Squads on: February 06, 2011, 03:24:27 PM
I'm excited for this for one reason: turn based in-air combat. Launching means tons of things up in the air. I'm thinking that there should be bonuses for combat on the ground.
19  Community / Versus / Re: BEST GAM!1 on: February 06, 2011, 03:07:24 PM
I'm liking where this is going.
Patiently waiting... Droop
20  Community / Versus / Re: Dungeonesque - Hero Vs. Dungeon [Playable v0.1] on: February 06, 2011, 03:04:00 PM
Mana is regained at a fixed rate per turn. This rate may be increasable by certain actions/items, we'll have to see.
Why not have the dungeonmaster play generator defense? The maps could be built around "mana pools" or something that are used to generate mana, could boost the player's own skills or something if he manages to get to them.
That way the game would have more of a clear cut ending for the player himself, get to all of the mana pools! Also, setting up a more linear path would allow the dungeon master to spend the match building up his defenses for his last few mana pools, whilst making the front mana pools delay the player as much as possible.
The player/dungeonmaster would have a nice balance: more mana pools you claim from the dungeon master, the more powerful you get, but, the longer it takes for you to get to the back mana pools the harder they become.

Just an idea.
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