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

March 26, 2024, 12:57:27 PM

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441  Community / Townhall / Re: Equin- The Lantern, Dragon Quest / Rougelike on: November 20, 2012, 06:33:06 AM
the demo of this is pretty good  Smiley
442  Community / DevLogs / Re: Telepath Tactics (Multiplayer and Single Player Tactics) on: November 20, 2012, 06:13:50 AM
Yay, weather.

Can be used for things like in my last post too, no?

Smokescreen & firebits?
443  Developer / Playtesting / Re: Splatter - a top-down shooter with light/shadow gameplay on: November 20, 2012, 06:12:06 AM
Looks like it's coming together very well.
444  Community / DevLogs / Re: STASIS -An Isometric SciFi Adventure Game on: November 19, 2012, 12:46:21 PM
Your link seems a bit borked, here.





The game looks pretty sweet. Still hard to believe it's all one person doing it all.

Curious, is your PC slow, the game unoptimized for now, the capture software too much?

There are some hitches here and there, when new things pop in the field of view for example.
445  Developer / Playtesting / Re: Teleglitch (new trailer) on: November 18, 2012, 05:45:26 AM
I love how this looks (not just graphics, how it seems to play too). I wouldn't judge if there can be unwinnable scenarios before actually playing but it seems like a skill based game where weapon parts you may or may not get just help you depending on your playing style rather than altogether enable you to win. I can't wait to play it, we need more top down games like this and Hotline Miami and more!
446  Community / DevLogs / Re: Telepath Tactics (Multiplayer and Single Player Tactics) on: November 12, 2012, 11:52:19 AM
I like it Smiley
447  Community / DevLogs / Re: Cavernaut - iOS action game on: November 12, 2012, 08:34:10 AM
Ha, I thought it would be about this getting ported, and was like "omg so it's Cavernaut and I got it so wrong for so long" lol. This looks cool, too Smiley
448  Community / DevLogs / Re: Telepath Tactics (Multiplayer and Single Player Tactics) on: November 12, 2012, 08:32:51 AM
Yeah, that's more like it! But it doesn't seem to apply on the unit colors. Still, I can already imagine some moody battle after/during a dramatic flashback event scene with that kind of color and the sound of fire and war in the background, maybe with floating particles of ash and sparks and foggy smoke to complete the effect.
449  Community / Townhall / Re: Arcade Game Studio™ - beta now available! on: November 12, 2012, 08:29:11 AM
Man, I love your games, such simple, great fun. You should make a successor to your Star Wars games. Maybe something BSG themed! Sad the mod wasn't coppleted. Or not based on any IP, with more levels and features, like Factor 5's GameCube Star Wars games (so, not too sim-like, but still a bit more involving), and sell it.

Oh yeah, this thing looks great too Wink
450  Community / DevLogs / Re: Telepath Tactics (Multiplayer and Single Player Tactics) on: November 12, 2012, 05:45:29 AM
That looks greyscale to me, not sepia.

I see you've made the ground pieces not quite as straight cut anymore, nice Smiley

Or maybe they always were like that and I didn't notice because I didn't expand the video.
451  Community / Townhall / Re: RELOCK - Kickstarter needs support ASAP! Free demo out! on: November 11, 2012, 01:25:13 PM
I wasn't assuming anything, I was asking questions. You had room for more info in the first post but only focused on that one aspect, so I asked for more. Most of the Kickstarter page focuses on the weapons systems and what not as well, not much about game modes, objectives, map design, player counts, etc. You don't even write what most of the money will to. Though you write more of that for the stretch goals only. Just saying.
452  Developer / Playtesting / Re: AetherSpace [Space Trading Game] on: November 11, 2012, 12:56:48 PM
I like the colors used, I only think the star background could be made to look less tiled (even if it still uses 32x32 tiles). Right now you can easily tell where each square ends, try to arrange the stars in the tile differently so that doesn't happen. Put some stars near the edges in a couple sides that won't touch each other when it's tiled, etc. What does the face on the HUD indicate? Lives? I'd like to see that space used for dialogue options, trading, accepting quests, threatening ships for their cargo to avoid bloodshed, text adventure style stuff.
453  Community / Townhall / Re: RELOCK - Kickstarter needs support ASAP! Free demo out! on: November 11, 2012, 12:45:59 PM
So it's multiplayer Receiver? What else will make it unique, after everyone gets the hang of the firearm handling they will need an actual game worth playing underneath that novelty (which I think Receiver does very well, as simple as it still is). Is it going to be fast paced deathmatch, or something more tactical like Rainbow Six and SWAT, do you plan to have single player and co-op modes, what else?
454  Community / Townhall / Re: This game is on the iPhone?! on: November 09, 2012, 06:19:43 AM
Did you really think this is the best place to sprout such adver-bs on instead of some decent developer to potential audience (and fellow developer) discussion? Not even gonna give you a click, personally. </jerkmode>
455  Developer / Playtesting / Re: Just Get Out! - Stealth game with Built-in Editor on: October 28, 2012, 05:35:08 AM
Sounds great, editor looks very Portal 2-esque, which is good too.
456  Community / DevLogs / Re: Antharion on: October 28, 2012, 01:45:23 AM
Hope you have better luck in this forum Wink

Looks like something I'd be totally into.

Saw the interview on the Codex and mention on RPS Katchup, hope those helped.
457  Developer / Playtesting / Re: Space Qube - A Voxel Based Retro Style Game on: October 28, 2012, 01:30:20 AM
Well, visually it looks great, in stills at least. Does it play like Space Harrier, Star Fox and similar games? I'm a big fan of Panzer Dragoon Zwei and more recently Sin & Punishment 2, but it takes quite a lot to make a great game in this genre, despite the appearance of simplicity, so I can't say if you've succeeded or not yet.

Having a model editor and browser is cool but of limited appeal, a new character/ship alone won't make people replay the game beyond the point they'd replay it even without that feature as it adds nothing to the gameplay or even the overall visuals. Creating levels and enemies to populate them with would be way more awesome.
458  Community / DevLogs / Re: Telepath Tactics (Multiplayer and Single Player Tactics) on: October 27, 2012, 09:40:18 AM
Only just saw the footage with the animated sprites. They look amazing. But maybe you should also have idle sprites. The soldiers could be okay still, but the winged/smokey monsters probably should flap/smoke even when not moving. Is the ground style finalized? The sprites and other objects like trees look a lot better than the ground. Maybe It's just how square it all is and if you made new tiles for the corners to round them out so they look more natural (at least for the ground, not the bridges) it would be okay.
459  Developer / Playtesting / Re: Space Qube - A Voxel Based Retro Style Game on: October 27, 2012, 06:50:51 AM
The game is almost out but you can't share a single gameplay screen, footage or even something more than "retro shooter with voxels" with an excuse like it will be "too long for one thread", really? There are threads detailing some pretty big and deep games, man. I didn't think TIG forum is meant for such marketing stunts.
460  Community / Townhall / Re: Hotline Miami on: October 27, 2012, 03:07:00 AM
Maybe because then you're forced to be more creative than use the same exact stealth tactic over and over.
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