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61
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Developer / Playtesting / Re: You Hate You
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on: October 27, 2010, 06:16:29 PM
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Yeah a non-stop mode is something I keep meaning to add but then I get distracted by working on UpBot or uni work or adding some other feature to this one.
Maybe having this post here will serve as a reminder.
I'm also going to add an upper cap to the number of enemies on screen so that it doesn't become impossible to move.
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62
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Developer / Playtesting / You Hate You
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on: October 27, 2010, 05:59:11 PM
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So this game is workingly titled You Hate You or UHU. It is incredibly simple in both gameplay and presentation at the moment and I am looking for ways of sexing up the look of the thing if not changing the gameplay much. Ideas I have had include pretty particle explosions and some starfield stuff with PARALLAX SCROLLING. Use the arrow keys to get the yellow rings. Avoid your evil clones. Press R to restart when you die. Win. The score you receive on collecting a ring is based on the number of steps you took to reach it. With shorter journeys resulting in more points. It is Unity.
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63
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Developer / Design / Re: So what are you working on?
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on: October 18, 2010, 03:09:57 AM
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More bullets! Most importantly I started the enemy scripting system.  Also, a logo/title screen:  <3 You should stop making games and just make logos and title screens. They are lovely. The two I have seen are anyway. Did Treasure Treasure have a title screen?
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65
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Community / DevLogs / Re: October 17
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on: October 10, 2010, 01:31:11 PM
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the 17th is also my birthday
At this rate the game should be called Birthday. Well it is about creation.
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68
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Player / General / Re: wat ur favorit pizza
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on: October 02, 2010, 07:23:16 AM
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I'm similar to JR in that I will devour anything.
But meat meat and more meat is usually my choice, red onions and bbq sauce only make me happier.
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69
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Developer / Art / Re: show us some of your pixel work
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on: September 25, 2010, 08:39:34 AM
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 I bet you'll find something perverted in my image... No matter how innocent it is.  Also something I made for Dex...  These are both amazing!  The shading on the muscly dude especially. Just found this that I made in 2008, it's a guy with a strawberry hat pulling a toaster gun out of his jacket.  looks like Bill Bailey.
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71
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Developer / Design / Re: So what are you working on?
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on: September 23, 2010, 06:29:41 PM
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 Upbot. Finally got back into it. Working on sexifying the walls now. Then I'll have to bash Ishi for all of his buttons. Hopefully I'll get it done before it makes me  once more.
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72
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Developer / Design / Re: So what are you working on?
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on: September 22, 2010, 10:55:23 AM
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By the way, who made the art for this? Because it looks too damn familiar almost like ripped-off from another game. Ishi drew the bot and target meshes, of which the above are single faces. The rest of what you see is mine. I'm not aware of any specific inspirations for the bots, but given the clean, minimalist look I can imagine quite a lot of things look vaguely similar. No, wait, the real answer is that we've been seeding the forums with subliminal ads for the game for months. You're already hooked!  It also looks a lot like the XNA version that has been posted a few times, and the Unity version which still isn't in any condition to be posted, making things pretty is not my strong point.
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74
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Community / Creative / Re: Today I created...
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on: September 15, 2010, 05:56:08 PM
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Actionscript makes me  I just wanted to use that emoticon really. He so cute. I made a thing that will soon be a better thing I hope maybe probably. thing.Your game thingy is cute! I must now grill you with some questions like an eager young Padawan. You're using ActionScript? Which engine/library/package (All I know are Push Button Engine, Flixel, and FlashPunk, none of which I grok. Yet!!) The double-jump and wall-climb has always fascinated me. How do you code for the movement that when your dude is up against a wall and double jumps, he ping-pongs back and forth? Pardon the simple questions, or if this is not a good board for said questions. I will submit something I made later today after I work on it some more. Cheers!  I am using Flashpunk. As for the wall jumping, I'm afraid that was mostly a case of bashing my head against the keyboard until it worked.
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75
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Community / Creative / Re: Today I created...
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on: September 08, 2010, 06:49:08 AM
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Actionscript makes me  I just wanted to use that emoticon really. He so cute. I made a thing that will soon be a better thing I hope maybe probably. thing.
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76
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Community / Creative / Re: Most Moving Game
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on: September 01, 2010, 04:26:08 PM
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I have a huge personal attachment to FFIX
I actually find Canabalt really moving, no idea why. I think it's that it has such a sense of atmosphere to it.
Wind Waker and Link's Awakening too for sure. They're beautiful games.
I also got really attached to Midna in Twilight Princess so her character development and story resolution was pretty moving for me.
Mass Effect 2 has one moment. Every time I play the game it brings me to real tears.
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77
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Developer / Playtesting / Re: Minecraft (alpha)
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on: September 01, 2010, 05:24:53 AM
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Some kind of super expensive magic ritual that other players can perform to revive dead friends. That would be cool and help foster a sense of community. Of course they could all be dicks and leave you dead but perhaps you gain "griefing" powers after a length of time to give them some incentive. The ability to place monster spawners or tnt or something.
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78
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Developer / Playtesting / Re: Minecraft (alpha)
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on: September 01, 2010, 05:17:38 AM
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If you died in a permadeath server you'd go into spectator mode, or ghost mode, where you could whisper creepy sounds to the other players whereas those sounds would be indistinguishable to the cave sounds. Alternatively you'd turn into a zombie and had to accomplish some kind of task to regain your body, like finding a dark room or whatever. Okay, now I'm just rambling, that isn't permadeath at all. Kicking/banning would be just fine.
Actually given the ghost crap going around on the official forums the ghost idea is good and would be enjoyed by people. But it would suck for the player who died. L4D versus mode implementation would be cool, just keep getting thrown into mob bodies. Including chickens.
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79
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Developer / Design / Re: So what are you working on?
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on: August 31, 2010, 01:12:08 AM
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Yep it'll be done soon hopefully. Been on a break from it for a while, but I realised that a game started at a TIGJam in January should be out by now!  My laptop that I wasn't working on it on exploded. Once she gets back to me I'll totally be all reinvigorated and whatnot from the long break. It's looking so good at your end I at least have to try and make my version compare. e: actually quote what I meant to quote :3
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