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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: May 28, 2013, 07:18:59 AM
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Not sure if this is the right post for this kinda thing considering I used to hang around here for a little while way back in 2010/2011
But I might as well I guess? My name's Quincy and I'm 16 years old, my goal is to eventually end up making cool looking things for cool sounding games!
Nice to re-meet you all!
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Developer / Playtesting / Re: Secret of Qwerty (v1.3)
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on: October 08, 2011, 09:41:21 AM
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Played it again, got stuck on the final boss's second form, he wouldn't die and his minions kept respawning  the only problem I have with it now is how slow the hero moves. Also the difficulty on the random encounters is way too easy.
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Developer / Art / Re: show us some of your pixel work
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on: June 27, 2011, 09:46:23 AM
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 Hey guys, meet Paul. He would be the main character in a game i've had a idea for for a while. Plus i wanted to try pixeling smaller. this is the outcome  I feel ignored. are you planning on using it as a sprite? any reason for the size 16x21? I bumped it up to 16x32 so I could do this to it. But this is just an edit take what you will from it.  Don't take it like I'm critiquing your style of choice if you want overly chibi with a body the size of his head that's fine too. Just don't know why his legs are so small, his arms go down to his feet. Kind of looked like a leg amputee.  I tweaked some things, made him taller and his face smaller. And changed his hair color so it doesn't blend with his skin.
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Developer / Art / Re: show us some of your pixel work
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on: June 26, 2011, 01:57:04 PM
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 Hey guys, meet Paul. He would be the main character in a game i've had a idea for for a while. Plus i wanted to try pixeling smaller. this is the outcome  I feel ignored.
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Developer / Art / Re: show us some of your pixel work
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on: June 25, 2011, 06:01:31 PM
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 Hey guys, meet Paul. He would be the main character in a game i've had a idea for for a while. Plus i wanted to try pixeling smaller. this is the outcome 
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Developer / Playtesting / Re: Secret of Qwerty (Pre-Release)
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on: June 11, 2011, 03:04:20 PM
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played it for around 20 minutes and the first 10 I couldn't figure out what was happening as whatever I typed didn't work. Then I noticed caps lock was on, it was pretty awkward at the beginning but very fun after i noticed what i what i was doing wrong. I think you should look into the caps lock thing as i don't know if you did it intentionally or not.
For the time i was playing it was partially annoying and partially solid.
Huh. Maybe I should add a "Caps Lock" alert? I allowed for Caps Lock to begin with because I know people who still haven't learned to type with the Shift keys and still rely on Caps Lock, so I enabled it as a secondary option. Thanks for pointing that out, though. I accidentally clicked caps lock before playing the game I think. so that's the problem most likely. It was pretty fun after that, loved the dojo until i had to fight three ghosts and got my ass handed to me. But yeah, that would be a wise thing to do, I guess.
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Developer / Playtesting / Re: Secret of Qwerty (Pre-Release)
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on: June 11, 2011, 02:55:23 PM
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played it for around 20 minutes and the first 10 I couldn't figure out what was happening as whatever I typed didn't work. Then I noticed caps lock was on, it was pretty awkward at the beginning but very fun after i noticed what i what i was doing wrong. I think you should look into the caps lock thing as i don't know if you did it intentionally or not.
For the time i was playing it was partially annoying and partially solid.
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Community / DevLogs / Re: Puipui to the Rescue!
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on: June 05, 2011, 11:10:55 AM
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Updated with a gameplay video! And Kung Fu Panda 2 was awesome :D Gameplay Videostill looks pretty solid, looks like it would be a really enjoyable game. And the whole feel of the game is really relaxing
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Community / DevLogs / Re: Puipui to the Rescue!
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on: June 02, 2011, 09:01:12 PM
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Thanks! And yeah, we're planning to sell it. But there will also be a free version which is like a prologue to the shareware version. It will include its own unique puzzles, and will be available on the web. I'm thinking about putting it on Google Webstore or something. This is my first time making a puzzle game ( as it non-action-puzzle like puyopuyo ) , so the level design is going a bit slowly. I'm trying to design a puzzle that isn't too easy, and with multiple solutions. Still need to fix some bugs but I'm looking forward to recording a gameplay video of the tech demo this evening. After I watch Kung Fu Panda2, of course  I'll be waiting for just that, then. Honestly, puzzle games aren't my usual cup of tea. But the overall cute factor of this game won me over. Would love to see a gameplay trailer though, but for now enjoy your movie watching
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Community / DevLogs / Re: Puipui to the Rescue!
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on: June 01, 2011, 09:49:51 AM
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This is pretty damn adorable. I wouldn't mind paying 0.99 cents in the app store for this (If you're planning to sell it.)
Anyway, from what you posted here, it seems pretty good. The character designs are simple but cute. The art style is amazing and from the screenshots it looks like a pretty solid puzzle gaming concept.
Keep up the good work!
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Player / Games / Re: Remember Creatures?
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on: May 29, 2011, 05:19:12 PM
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This looks pretty cool, even though the original was before my time. still...  TAKE MY MONEY, ALL OF IT.
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Developer / Design / Re: Pitch your game topic
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on: May 28, 2011, 06:28:44 AM
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You are the head of a museum in a minimalistic fantasy world. You need to gather rare items from around the world, but the game doesn't exactly tell you where they are or how to get them or what you may need to acquire them, etc. You have to find little clues and follow leads that result in your figuring out the general location of these mythical items and then set out to collect them.
However, collecting these items can have serious consequences. They aren't hidden in the deepest darkest places of the earth because people want them to be discovered, after all. The item might be cursed, or hold an incredible power, or be the key to the doom of all reality. The forces of evil may steal what you have claimed as your own, and you may have to take it upon yourself to save all of existence from their villainy. Or it could just be a golden statue of a guy with a face where his crotch should be (watch that first scene in Raiders of the Lost Ark again...)
See, I always thought it would be cool to have an Indiana Jones type character in a game, and Lara Croft was the wrong kind of game. Figuring out where the hell these things are is the whole point of archaeology, right? But add to that the inadvertent releasing of hell spawn demons if you tamper with the wrong relics and that could be a rather fun game - especially since you'd then have to figure out exactly how to get rid of them.
Maybe, Indy + Hellboy/Lovecraft + Oblivion (huge world, but not graphically taxing... minimal and stylized instead so it can be utterly vast with scattered towns and landmarks) + story elements that may or may not kick in like quests once you uncover any given artifact.
Possibly random world, but also possibly just a huge variety of randomized locations that the items might be found in. Slow-paced research gameplay where you have to talk to locals to get stories of legend, myth and folklore as well as finding books on various subjects that may give you clues where to start looking. Exploration / platforming sections while you're roaming the world and seeking the items. Action / platforming sections when you encounter hostile creatures or people. More researchy bits when you accidentally unleash a 150 foot tall demon or whatever and have to figure out how to get rid of it before it can do too much damage or kill you or destroy the world or whatever.
I guess you "win" when you fill in all the blank spaces in your museum.
This actually sounds pretty solid, but it doesn't seem like the kind of game that should be won that easily. I mean, filling the blank spaces of your museum's inventory only seems kind of like a dull way to win. Which sounds like it would be kind of a waste as you said it would be a oblivion like world (I don't know about oblivion but i'm pretty sure they're giant.) Welp, those were just my thoughts on it though. It also seems like it would need alot of polish and care for it to work well. As for my idea. A platformer in which you play a wizard-in training that has the ability to change his body into several liquids, gasses and minerals to pass the level. (Example: if you had to make a jump from a high distance it would be better having a stronger body like diamond or stone. or if you were to make a long leap you might want something that's a little lighter like helium or something)
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Developer / Technical / Re: Starting at the very bottom.
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on: May 27, 2011, 06:30:03 PM
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The truth is, once you learn how to program in one language you can pick up other languages pretty easily. Eventually it becomes a practice of knowing what you need but needing to look up how to say it. Like being in a different country. You know you need to ask for a restroom and the only thing you have to do is translate it to their language. Right now you don't even know the right questions to ask as a beginner. I mean that in a nice way, too. Education is learning what you don't know and learning how to figure out what you need to know. If i learn one language i can pretty much change up from one language to the other, right? Then it doesn't really matter which Language i start with if i can just understand it and basically master it; Doesn't seem like that hard of a task to me, to be honest. Maybe i should reconsider again but for now I'm pretty much tempted to either start with Flash or re-compare the pros and cons of each one again. It seems to me they're doing the maintenance on flashpunk site. you could always try flixel, alternative gamedev actionscript library Smiley
i've started my programming career with game maker and now i live from coding (in an IT company, but still), so i guess it's a pretty good introduction to the world of development. a really gentle introduction.
when you disband drag and drop and feel comfortable with coding, you can learn a lot of stuff from game maker's language that will help you with other kinds of programming too (even if you don't need them).
so you could give it a try, what can you loose, right. It seems to have come back up when i wanted to get started though, I'll probably try both though, eventually. i don't really think the engine or language matters so much as just finishing a game in it, so i'd recommend not worrying, just try a few and pick one that clicks with you, and make a game in it, even if it's rpgmaker -- the difference between a good game in any engine and a average game in that engine is far more important than the difference between two good games in two different engines True enough, i guess. I've seen RPG maker games that could pretty much slaughter today's RPG in terms of story and gameplay, and are overall better games.\ Anyway, thanks for being so supportive. c: For now i'm going to try out AS3, and see if i can find a C# for dummies book at a local store tommorow.
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Developer / Technical / Re: Starting at the very bottom.
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on: May 25, 2011, 11:51:46 AM
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I've actually read into all of the things mentioned while i left for a couple of minutes. Unity seems to be very nice with licensing as you said. But i don't really have any need for licensing on my games for now, As i get older (I'm almost 15, so yeah.) and My Artistic'ness levels up. I'd like to look into making more complicated things (3D games with Unity, hopefully.) So Object Orientated Programming is the thing i need to stamp into my head? Well that's fine, So are there any guides on how to get started in AS3? Because honestly, i really have no clue about most of the stuff you two are talking about, i understand the basic idea though.  [My god, super epic ninja posting time D: *starts reading your posts] @Jasper: I kind of understand, The Language is were most of the programming stuff happens. Frameworks are just there to ease your headaches. and Tools are for things that are for pretty much all of the other work. Okay.
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Community / DevLogs / Re: Aqua Kitty (working title)
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on: May 25, 2011, 11:38:30 AM
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This looks pretty amazing. It has a classic Megaman-y feel to it. I'm also in love with the plot; Hopefully there'll be some form of comedy to back it up. =D 
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