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

March 26, 2024, 12:57:29 PM

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1  Developer / Playtesting / Re: Cypher - The Online Multiplayer Hacking Platform Shooter on: October 29, 2013, 05:32:56 AM
Maybe your content is 100% new but it's clearly based on the original, from the gameplay down to the sprites. It's not just another game that happens to be in the same genre or merely inspired by Silencer. Would it really confuse or put anyone off to have one of the lines in an about page talk about how your game is based on a cult classic multiplayer game called Silencer and linking to its wikipedia entry or whatever? I don't think that people not knowing of it already means it's fine to not give credit where credit is due but that's me.
2  Community / DevLogs / Re: Dungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT] on: October 27, 2013, 12:41:00 AM
Oh. Up/down doesn't work for me then. When I press Q it only shows green squares left/right and pressing up/down does nothing. Parts of the early levels were inaccessible because of it. Is it a different key than Q?

That is very very strange indeed. Are no walls around when you do that? If there are obstacles, the indicators won't show up.
Well, I deleted the game before asking you the question because I only wanted to check it out and wait for the final (well, launch) version to play it properly at its best. I just reinstalled it to check this and take a screenshot of the issue for you and now blink works as you said it does. But I'm 99.99% sure it didn't before. I also see a change in how the warrior's charge worked the first time around. Now he seems to cover a whole line dashing until he hits a dungeon wall, the first time I tried it he only covered a few squares. These handicaps were still enough to get through the first handful of levels without issues so I didn't think it could have been a bug but how the game was designed. Does this make sense to you? Was there a patch? I wasn't drunk Shrug
3  Community / DevLogs / Re: Dungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT] on: October 26, 2013, 06:04:49 PM
Oh. Up/down doesn't work for me then. When I press Q it only shows green squares left/right and pressing up/down does nothing. Parts of the early levels were inaccessible because of it. Is it a different key than Q?
4  Community / DevLogs / Re: Dungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT] on: October 26, 2013, 06:56:32 AM
I quite like this having just tried it on early access but is there any reason other than to make puzzles that the rogue's blink ability only goes left to right and not inward/outward? It's kind of weird.
5  Community / Townhall / Re: Playsets: a new real time digital environment for tabletop RPGs on: October 26, 2013, 01:59:54 AM
I'm assuming this won't handle gameplay rules and such automatically but instead merely replace the visual representations? Fans could get into it but I think you may need to add that capability to attract people not that into tabletop games too. Of course then you'd need to license each game to incorporate its ruleset in your product, or offer your own all new game making it a different proposition altogether. Good luck whatever you do Smiley
6  Community / Townhall / Re: Path of Shadows: IGF's Student Submission on: October 26, 2013, 01:41:15 AM
Tenchu is one of my all time favorites, it was painful to see the series grow stagnant instead of evolve and better itself (imagine if history had gone differently and we were looking at a Tenchu V: The Phantom Pain/Ground Zeroes these days). But its core gameplay is still super fun so keep it up and good luck.

The tutorial walkthrough (the most recent video) makes it look really polished already, though I'm a little disappointed you employ things like x-ray vision as if it's a modern sequel, Thief style. Still, it suits your supernatural setting and themes, this isn't Tenchu itself after all, where it was sticking to relative realism and didn't even have a radar like MGS, instead requiring you to survey by rooftops or around corners.

Will you have open levels like that, villages and things as in Tenchu, or stick to a more linear approach like Splinter Cell and other such stealth games, focusing on smaller more detailed and meaningful areas instead?
7  Community / DevLogs / Re: CRN447 on: October 25, 2013, 01:36:14 PM
I'm no expert but that seems to have tons of wasted polys that don't really improve the overall form of the model, especially after it's textured and properly, smoothly lit in-engine. His proportions don't look quite right either, unless you're going for some exaggerated cartoon look, though other parts of it don't seem to imply it.

Where will the funds you might earn come from if not the players themselves? I'm getting betting vibes.
8  Developer / Playtesting / Re: Cypher - The Online Multiplayer Hacking Platform Shooter on: October 20, 2013, 10:58:56 PM
Silencer (old Mind Control Software game, some fans tried to revive it in 2007, but it went down again)?  Smiley

Edit: umm, after looking at your game more than the title image...

Are Silencer assets free to use or did you remake them, I can't tell but it's pretty much the same..?


Edit: oh your game will be free (not f2p, right?) too so I guess it's ok, like any fan game. Shouldn't the original (Silencer, not zSilencer or other fan efforts) at least be acknowledged in some way? Reading the information provided I would never guess it's based on an old game at all, never mind doing it this closely and faithfully. Other fan projects like zSilencer (I took the screenshot from that, I couldn't find original material or from the Arsia Mons effort that didn't modify/remake the game, but it seems the same) at least make that clear.
9  Community / DevLogs / Re: Steel Storm 2 dev log on: October 18, 2013, 07:47:50 AM
Few mechanics can be good, if done good. Like F.E.A.R., it had great gunfights and that was pretty much all it did great, but many love it to bits, even now. Similarly Condemned pretty much only had good melee first person combat. It's less loved but I think it's equal to F.E.A.R. and rather similar, just with bashing skulls instead of headshotting them (though there are some guns they're of limited use).
10  Community / DevLogs / Re: FROG SORD on: October 18, 2013, 07:45:39 AM
The problem people seem to have with Sonic is the feeling of lacking control. If I feel in control then I won't really mind if not welcome the game challenging me to master that control to overcome challenges here and there as in that gif. I don't see the problem with having death as the consequence rather than an alternative easier path, but Ι'm sure the full game will have more varied challenges and situations than a gif.
11  Community / Townhall / Re: I'm the author of the blog Indie Game Enthusiast on: October 08, 2013, 05:44:53 PM
Nice google blogger blog dude and congrats for the recognition you have so far.

I have to say though, I personally wouldn't boast about such numbers. For reference, my blog (which isn't just about indie games but whatever game interests me, which tends to be indie games) that I only really post on when I have time and have yet to invest any time in social media for (I signed up on twitter, did a few test posts and left it at that), and don't consider any kind of a professional venture or public service at this point (as there have been many small periods, like the current few weeks, where I don't have time for it and the views also take a nosedive due to the lack of content, while in other periods it's much more active) has about 9k views divided across the two language versions (about 6600 in English) since its birth in mid-June.

It's not exactly an achievement in the grand scheme of things so you might also want to simply keep the numbers as personal milestones and reference for now. Not to mention that to some it might look like you're merely using indies, many of which most certainly get way more views than both our blogs together on their own, to boost yourself rather than the opposite (I almost listed some of mine while saying this, yikes).

Also, since you only signed up a few days ago, welcome to TIGS, it really is a great place, not just for developers which I'm not but for any gamers really interested in the hobby who can take behind the scenes peeks and discover amazing projects long before they go mainstream (if they ever do, sadly). Though I wouldn't go so far as to call it the last bastion, there are other places I frequent and discover amazing things through them also.

Anyhow, keep up the good work, it's past 4am and I happened to wake up, hopefully I didn't seem harsh Smiley
12  Community / DevLogs / Re: Halfway on: October 05, 2013, 05:21:32 AM
Is that off your ship or a holodeck training area  Smiley
13  Community / Townhall / Re: CODENAME:Storm on: September 29, 2013, 07:56:52 AM
You were only following 5 indie projects? There are countless out there, many get completed and many don't.

I'm not sure the visibility problem can be solved. Suppose Steam accepted every single game ever on their store, then it would simply be (even) harder for the consumer to sift through everything, once again they'd only be able to really see the most prominent releases and the lucky few that get word of mouth. The point of visibility is that you stand out from the pack. Essentially by having people positively talk about it most of the time (see Minecraft which didn't get on Steam or anywhere). If everything stands out, nothing does.

And did indieDB really reject projects? Why would they ever, I thought pretty much anyone can make a page on there with no evaluation, outside noticing trademark infringing and what not. Desura is different.

You're also presenting different issues. If a project was given up on before being completed then it can't be the fault of Steam, Desura, or any other platform's rejection. Crowd funding is a different issue but once again I don't think anyone can guarantee to raise money for a project since that relies on other people.
14  Community / DevLogs / Re: Frozen State (survival horror RPG, set in Siberia) on: September 25, 2013, 05:01:34 AM
Snow is cool  Grin
15  Community / DevLogs / Re: Project Rain World on: September 24, 2013, 11:25:47 PM
What's a chase game? And a mazes?
16  Community / DevLogs / Re: EDGAR - Victorian Adventure Sidescroller on: September 24, 2013, 08:08:41 AM
Sounds awesome, can't wait to see it in motion.
17  Community / DevLogs / Re: EDGAR - Victorian Adventure Sidescroller on: September 24, 2013, 05:16:45 AM
This looks bizarre and awesome, what game would you say it plays like? Castlevania?
18  Community / DevLogs / Re: Alien Abduction Side Scroller on: September 23, 2013, 05:16:09 AM
Looks neat.
19  Community / DevLogs / Re: The Intergalactic Trashman [2D Sci-fi action&stealth platformer/Space Explorer] on: September 22, 2013, 07:46:29 PM
I wanna know something about the robot Smiley
20  Community / DevLogs / Re: Tetrapulse - 2-4 player CO-OP, now on Kickstarter! on: September 22, 2013, 01:11:32 PM
Scorpitron?  Tongue
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