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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 01:05:43 AM

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381  Developer / Art / Re: 3D thread on: October 08, 2009, 06:36:48 PM
For some reasons, I find that critter very cute...must be the tiny dot eyes  :D
382  Developer / Playtesting / Re: What am I looking at? on: October 08, 2009, 06:33:58 PM
White and brown stuffs next to the oven

To the left or the right? (or even above?)

Both left and right. Grey/white stuffs are on the left, brown stuffs are on the right. The brown one looks like a cake to me. Hmm chocolate.
383  Developer / Playtesting / Re: What am I looking at? on: October 08, 2009, 09:23:01 AM
+ : I can identify
- : I can't identify

1.) A kitchen.
     + Two pots. One has one handle, another has two.
     + Cabinets.
     + An oven.
     - White and brown stuffs next to the oven

2.) A living room.
    + A couch.
    + A sofa.
    + A stair.

The pictures make me think of a story of an unhappy marriage life that ends in murder or goes horribly wrong. One of the couple, or even both, goes crazy and see hallucinations.
384  Community / DevLogs / Re: Megaman- The Great Catastrophe on: October 07, 2009, 08:25:39 PM
At first I wasn't interested in this until I read the gameplay section. I love fighting games and I'm sure characters from Megaman series would make a great fighting game Smiley

You should put up some screenshots on your website. I can't seems to find any! Also, looking forward to the game release :D
385  Community / DevLogs / Re: Move Out of Skull Island! on: October 07, 2009, 07:35:20 PM
Ahh too bad. I saw the graphics of this game and immediately skim through all of the replies in a hope that I'll find a download link to a demo or something. I really like the graphic style you have there. Somehow it looks very interesting.

As for the flash, I have no idea since the flash command here doesn't seems to work. You could upload it and put a url here for now though Smiley

Hope the prototype is finished soon and good luck with your personal project!
386  Community / DevLogs / Re: Magus Magus : Shmup&Fighting Hybrid on: October 07, 2009, 07:28:31 PM
And the decision has been made! I'll go for full 3D. I forgot about alternate costume/color for players with same characters. Changing a texture seems so much easier than prerender the same model x number of costumes X(

Hopefully I can pull off awesome camera angles Mock Anger

One question though, what are doing for controls? This looks like something would benefit from dual analog or something like it.
I wholeheartedly agree with the dual analog. And yes, the game support that! You can use normal gamepad or keyboard, but that would allow you to move only in 8 directions, whereas the analog stick will give you much more natural control.

I'm going to buy hori fighting stick today. Hopefully it'll work with my game because then it would be really really cool. At least it can give me and illusion that my game is ported to arcade. Tongue
387  Community / DevLogs / Re: Magus Magus : Shmup&Fighting Hybrid on: October 07, 2009, 07:47:12 AM
Considering the stage size and everything, we have decided to change the style of the model to be somewhat similar to Namco X Capcom.

Also, Piti got some animation done. Just click on the image below!



And I feel like the process of prerender this into 2D is kind of tiring. Maybe I'll just go ahead and learn how to load 3d model properly. Crazy
388  Developer / Technical / Re: Flash CS5 on: October 07, 2009, 06:52:07 AM
Wait, if any flash games can be port to iPhone, does this mean we won't have to get a mac to develop games for iPhone anymore?

I've asked on the Adobe forums about whether mxmlc.exe will have this option (Flash Develop projects).
Can't wait to hear their answers Smiley.
389  Developer / Playtesting / Re: AerialKeng2 on: October 06, 2009, 07:17:07 PM
The game is very tense and the action keeps on coming, which is a good point. However, because of the non-stop action, right now the demo level make me think turret mode isn't very useful. With all the enemies chasing you and want to do a kamikaze attack, you want to keep moving. I'm sure this can be fix with a level design, by having different type of enemies and bullet pattern that require player to use the two modes effectively.

Also, is there a power-up in this game? I think I have been collecting something that looks like an orb but it doesn't seems to give me anything. I also got hit by enemy bullets many time but I didn't die, so I think there's a life indicator somewhere?

The game is fun, don't get me wrong! It's just that right now what I can do is just moving around and shoot robots. Are there more mechanics that you haven't implemented in this demo? Something that will give the game more depth and strategy.

The particle effect and the graphic are really neat. I actually really like the particle. And the music fits nicely with the game. Can't have a good shmup without good music!

Also, maybe when you're ready you could ask a mod to move your topic to http://forums.tigsource.com/index.php?board=6.0 ? That's a feedback section and your game will more likely get more C&C there Smiley
390  Community / DevLogs / Re: Spice Road on: October 06, 2009, 07:03:18 PM
I'm confused. Judging from the name, I thought this will be a tycoon or sims-liked kind of game. But then you have this soldier that could kill his friends  Shocked

Which mean I can't wait to hear more about this .
391  Developer / Design / Re: persisting injury in fighting games? on: October 06, 2009, 06:37:09 AM
Bushido Blade was my favorite for this.  Get hit in the leg with a sword, and spend the rest of the match limping.  Get hit in the arm, and have to fight one-handed for a while.  Get hit in the face, and spend the rest of the game with an eye-patch.

It was neat!  Also, I don't think I ever made it to the end without bandages on the majority of my limbs, and only one eye...

I love Bushido Blade too. Though it sucks when you lose both arms in a match.

As for my opinion on the system, I think it would work. But this would make it difficult for a come back or turning the course of the game, since injured players will most likely become weaker and weaker. Maybe there should be a mechanic that balance this out or you could leave it to the playere's skill not to get hit in the first place.

Alternatively, maybe some attacks could also cause an injury to the attacker. This should help balancing so that it isn't only the defender that take all the bad stuffs :D
392  Developer / Technical / Re: Flash CS5 on: October 06, 2009, 04:26:01 AM
And I just got my mac....I guess I'm too late for iPhone now *sigh*

Anyway, at first I thought the topic was Flash CSS lol.
393  Community / DevLogs / Re: Magus Magus : Shmup&Fighting Hybrid on: October 05, 2009, 07:18:44 PM
Of course, I do know that the idea of combining fighting and shmup genre has been done already. Still, the hybrid of these two genres hasn't been explored much, since there are not many games that take on this concept.

From what I researched, there are three Touhou fan games that take on this concept and focusing more on shmup rather than fighting. They are Touhou Rekkaden, Touhou Gensokyo Rensa, and Acceleration Of Patchouli ( which is a parody of the game that also take on this concept, Acceleration of Suguri )

However, Touhou Rekkaden isn't complete, since it's only 1 player even though it's 4 people brawl.Touhou Gensokyo Rensa is also a bit slow IMO. Acceleration of Suguri was great, but again, it's 1-on-1. Even though Acceleration Of Patchouli make it possible to fight against 4 people, but I think balancing of Acceleration of Patchouli is pretty terrible. I haven't tried Senkou No Ronde, but I have downloaded all the videos and system and mechanic explanation and studied it to see how the design work.

My point is that, you're right that this idea isn't unprecedented. But there aren't many games that take on this idea. And I personally think another addition to the hybrid of these two genres wouldn't hurt :D



@Makai
I'd LOVE to make the network play, but my network programming isn't enough to pull that off at the moment. Cry I'll try to finish the offline version first and learn more about that later and makes a network play patch or something. Or if anyone has any suggestion on how should I take this matter, I'd really appreciate it!
394  Community / DevLogs / Re: Tobe's Vertical Adventure on: October 05, 2009, 09:15:34 AM
Congratulations on being featured at IndieGames.com!

I hope you can release a PC version in the future, since I'm not getting a 360 anytime soon  Cry
395  Community / DevLogs / Re: Magus Magus : Shmup&Fighting Hybrid on: October 04, 2009, 10:19:34 PM
I think it's pretty high but we're using it as a pre-rendered sprite, so I'm not worried too much about polygons. I don't want to go crazy with loading and rendering model for this game. And most of all I don't know how to count polygons X( I'll ask Piti the guy who did this and come back with the number later :D

Also he actually have a pair of boxers on, maybe the angle make it difficult to notice. Don't worry, you won't see anything in the game. I don't want my game to get AO rating lol  Gentleman

The shield idea is pretty neat. Having each character has theirown shield type would be pretty difficult to balance though but that's an interesting idea. It would also fit as a special move of some characters that should be played defensively. Thanks for the idea!
396  Community / DevLogs / Re: Magus Magus : Shmup&Fighting Hybrid on: October 04, 2009, 09:30:29 PM
I thought all rappers/bboys wear pants that low  Tongue If it isn't true I'll blame my friends for giving me that impressions.  Embarrassed



Got map obstacles done. Now you can hide behind trees or other obstacles that can block bullets to keep you safe from people's attacks. Will implement hitpoints to obstacles that are destroyable so you can't hide forever and it is more fun blowing things :D

I'm still having a problem with obstacle and pixel movement though. Right now if you walk and hit an obstacle, you stuck there until you change direction. But what I want is to let the character trying to go around the obstacle, if possible, without changing the direction. I guess I have to look into that later.
397  Community / DevLogs / Re: Boss Rush on: October 04, 2009, 05:06:37 PM
Adaptive Difficulty Adjustment (ADA)
Technical term makes it sound much better lol. Kinda remind me when I made my first visual novel and I didn't know how to program saving/loading so I call it a 'realistic path selection' feature Tongue

Right now, it runs at a solid 30fps (which is the target framerate) even on my 4-year-old laptop, so I'm generally happy with the performance.  (Disclaimer:  My laptop was a pretty decent machine 4 years ago, and is still not terrible.  It's quite capable of running TF2, LFD, if I don't mind turning the settings down a little...)

Ah, I see. I used to make a bullet hell game in AS3 once but once the number of bullets hit 100 - 200 the fps starts to drop, but I was aiming at 60 FPS which is probably too high anyway D:. It was my first AS3 game so I'm pretty sure I didn't optimize stuffs enough for this kind of game. I didn't use vector graphic so that's probably another reason why it slows.

Yours seems to me much better that mine and I can't wait to play! :D
398  Community / DevLogs / Re: Magus Magus : Shmup&Fighting Hybrid on: October 04, 2009, 11:02:44 AM
Thanks for all the comments, especially about the arts! They are done by Piti So all credits should go to him Smiley

@JLJac
Your destroyable map objects are very interesting. I'll try and see if I can implement that without problems. Shouldn't be too hard. Right now there is really no collision between anything with the map objects so I have to deal with that first.

Also, yes I have considered that barrier option. However, since you cannot guard forever with the barrier, I think it would be too difficult for players to use. Barrier drains your magic power,which is used for attack, instead of taking damage. If your magic power ran out from guarding too much you'll be stunned.

Another reason is that the game has a 'Reflector' system which is like parry in Street Fighter 3. Activate the barrier just before you get hit will create a reflector instead of a barrier that will turn all the bullets nearby into your own and shoot them back at your enemies. With a directional shield option, it would be too difficult to perform this when the game gets chaotic, I think.

But of course,I'm still considering that option. The game still needs a lot of testplay and it could be changed in the future Smiley

@Destral
Yes, they do. Also, their battle style and strategy are also unique. Some characters can launch options that will aid in their battle. Some characters can cause bad status alignment like in RPG game or modern fighting games ( reverse movement/ seal special move / seal barrier etc. )

@Montoli
Glad you like the pattern! It might not be as fancy as ZUN's, considering the nature of the game, but I'll try my best Smiley



As for the progress, Piti finished one of the character model :D



Kon Crete is a close combat fighter. Though attack range is poor, his power makes up for it. His moves allows him to get closer to the enemy which you can follow up with his normal attack in close range. He can boost his attack, defense or speed temporary with his special move, which allow players to change his playstyle depending on the situation. He use Electric magia, which most of them has a 'penetrate' attribute that will penetrate through enemy and continue dealing damage until the bullet leaves the enemy completely.
399  Community / DevLogs / Re: Magus Magus : Shmup&Fighting Hybrid on: October 03, 2009, 10:05:02 PM
Thanks for the comments!

As for the difficulty, you have a barrier to protect you from all the bullets Smiley  And only one player can use the special skill, which turn them into a bullet hell boss, at a time.  I'll try to balance the game to not make it too impossible.
400  Developer / Design / Re: uses for the DSi camera on: October 03, 2009, 09:27:43 PM
I was thinking of a real life FPS too but this is probably very common idea now heh D:

What about taking photo of people and use their parts to compose yourown robot/monster/creature etc. Each part has different stat base on their shapes. Then you can use the monster you create to fight with other people :D
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