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1211993 Posts in 52589 Topics- by 43393 Members - Latest Member: EmaVan

May 04, 2016, 01:52:38 am

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1  Developer / Business / Re: Survivor Squad - sales numbers from a relatively unknown PC game on: June 21, 2013, 07:32:23 pm
Hey Xienen,

If it's any consolation, I both played an very much enjoyed Break Blocks (via a review copy for a site I write for). I even gave it a rather positive review. It's too bad to hear that it didn't really go too far though, since I felt like it had pretty much all you could ask for in a game of that genre. But, like you said, it's a learning experience!

I don't know that what I've contributes in any way to the discussion, but I just felt compelled to say that it sucks when decent games get totally overlooked for no real reason other than what appears to be the whims of the audience/journalists.

Good luck in the future though. I must admit I have been wondering what GGG has been up to in recent times.   Smiley
2  Feedback / DevLogs / Re: PLEASE REMOVE THIS TOPIC! MISTAKEN POST! on: June 30, 2012, 06:19:21 pm
I too, have made many mistakes in my life.

There as one time where this dog came up to me, a ragged, homeless dog, the kind of dog that you find prowling the diseased, urine-stained streets of West Oakland, and it almost tried to touch me. Gross.

Then I caught myself. Why is this Gross? What am I doing in West Oakland? Where is my refreshing boba drink? These are the questions I ought to have been asking myself. But I wasn't. Stupid dog.

Then I pet the dog. I shouldn't have done that. That was my mistake.

-written from my deathbed
3  Feedback / DevLogs / Re: Blight - Alpha Release Soon!! on: June 30, 2012, 06:16:42 pm
congrats on getting it on desura! I'll track it on there.

Best of luck to you, sir!
4  Feedback / DevLogs / Re: SWØØØØRDS! on: June 01, 2012, 08:03:24 pm
I only have time to follow 2 projects at a time, and thankfully one of them have concluded recently. So I've replaced it with THIS ONE

5  Feedback / DevLogs / Re: Echo Squad [Working title] on: June 01, 2012, 07:59:50 pm
Colored shoes! Bold colored boots. OR Bold colored buttons.

Also, I'm following this now. Following this for sure. You could also get some ideas from Running with Rifles. They have a very subtle "green vs grey" motif thing going on
6  Feedback / DevLogs / Re: Jack the Reaper on: May 29, 2012, 08:42:59 pm
It's nice to see new art and assets, but keep the mechanics of finding bonus stages a secret as well tiles that may give away the layout.

Music is good too. Either way, whatever you choose to put up will be appreciated, I'm sure
7  Feedback / DevLogs / Re: ASTLAN [Win32 & Android v.0.9.0] on: May 14, 2012, 01:36:05 pm
God, I love these vintage pictures. Excellent work, astrofra.
8  Feedback / DevLogs / Re: Reprisal - in game tutorial added to beta on: May 14, 2012, 01:33:55 pm
Fantastic. Keep us posted, I'd love to have that print hanging from my wall
9  Feedback / DevLogs / Re: Dinos in Space on: May 11, 2012, 03:43:46 pm
Watching this video and listening to the sound effects makes me thing you could easily turn this game into a procedural soundtrack generator.

Even if that never happens, small dino arms makes up for everything. EVERYTHING
10  Feedback / DevLogs / Re: Reprisal - in game tutorial added to beta on: May 02, 2012, 07:28:19 pm

Also, you need to release the soundtrack for this game. Do you have a bandcamp where I can toss you a few bucks for the tracks?
11  Developer / Writing / Re: ~ short stories ~ on: March 16, 2012, 09:23:11 am
The Measure of Sanity - A story about time travel

"Aaaaaand Welcome back, audience! Here we are concluding our in-depth interview with the man who claims to have come from the future. Fantastical!"

"Thank you, Steve."

"You're welcome! You're welcome, Mr. time traveler. I have to thank you for all your insight on cold fusion, hyper-light speed transportation, and telepathic communication/surveillance technologies. Fascinating theories."

"Oh, they aren't theories, Steve. They're real. They exist in the future, and could exist now if people would just open their minds to the Star Gods and sacrifice a few more goat babies on Wednesday."

"Riight...of course. My mistake. Well, as we wrap this up, is there anything you'd like to say to our audience?"

"...American Idol is shite television."
12  Feedback / DevLogs / Re: Reprisal on: March 04, 2012, 10:16:53 pm
As everyone has already said over and over, the game looks great. It just looks...great. And I love the chiptune soundtrack. As for the game...

It's getting so much better! Fighting has a nice arc now, from your little fighters entering fortresses to their eventual victory which ejects enemies out of their homes into the unforgiving sky (or their unfortunate defeat which just kind of plops your dudes out), it helps to create a sense of progress within that particular mechanic. It's pretty satisfying!

Spells are getting there too, but some I still don't fully understand the purpose of. Quest dialogue is cool, and it gives your people a bit of character and a voice. Keep up the good work Smiley
13  Feedback / DevLogs / Re: Jack the Reaper on: February 28, 2012, 02:49:46 pm
Yeah, that's what I meant when I was talking about making it like Mario 64.

"Health" pickups are just the "common" pickup. Contributes to "coin" count (for extra lives) and replenishes health. Maybe you could make duplicate power pickups (like if you pick up a cutter even if you already have one equipped) be worth slightly more "coins".
14  Feedback / DevLogs / Re: Jack the Reaper on: February 27, 2012, 02:58:38 pm
Personally, I didn't experience any problems with the controls or input delay.  However input lag is a common problem with a lot of people's setups that they don't even realize.  USB lag, controller/converter lag, monitor lag, windows lag can all combine to have an effect.

Input lag is definitely possible, but the problem does exist largely because it's consistent, and amplified by sequences requiring those tight, 1-tile platform sections. Is there a debug tool I can use while I play to record my input vs. what the game reads?

What dissuades me from believing it's input lag is that it isn't consistent across other games, of various type in various engines. Then again, I'm pretty ignorant about this stuff so ehhhh
15  Feedback / DevLogs / Re: Jack the Reaper on: February 26, 2012, 12:20:21 pm
I think the tutorial is fine as is and you shouldn't add prompts into the introductory levels. They are already very simple and serve to allow the player to learn how the platformer feels and let's the player familiarize with the hitbox. The only thing I would add is a short explanation about powerups and how to pick them up/what they do.

The first powerup you encounter is the health one, but it's unclear what it does since you can't immediately collect it without knowing exactly why. Maybe to offset this you could make this the "common" powerup, that replenishes your health AND adds to your count to get an extra life (like Mario 64's coins). This may clear up some confusion as to why you can't pick up the powerup unless you've already taken damage.

Overall, I think it's great. The video you have on the first post is pretty misleading, makes the game look sluggish and slower than it actually is. You should try to make a better one! (or I'll make one for you) I love the art style, the sound effects are cool, and the gameplay is actually well-paced and enjoyable.

The one complaint I have is that the platforming is "sticky", by which I mean there is a slight (VERY slight) delay between when you press the jump key and you actually jump. The delay is long enough to make it easy to miss jumps if you're trying to be precise. This is probably just the demo though...but if not then basically what I'm saying is that I would really love it if you could tighten up the jumping.

Otherwise, it's great and I'm looking forward to the release!
16  Feedback / DevLogs / Re: Periapsis - New demo! 2-14-12 on: February 15, 2012, 12:18:06 pm
three words:

so fucking good
17  Feedback / DevLogs / Re: Commando Bros [Co-Op Platformer/Shooter] on: February 13, 2012, 12:23:49 am
The latest vid looks great!

An idea struck me as I was looking at it though: regarding cash pickups, would it too "nice" to include a mechanic where the money drops and such drift toward the player, (as though the player had some sort of magnetic money field about them) to make it easier to pick up and potentially prevent the pace from being broken up too much if people are really concerned about getting cashola?

Just an idea. Either way, great work
18  Feedback / DevLogs / Re: Reprisal on: February 08, 2012, 12:50:37 pm
Just checking in again, having played it for the last 15 minutes. I like the improvements you've made so far.

Classic Populous gameplay is still intact, and the challenge has increased dramatically! awards and award progress is cool, but seems vague right now. Hope some more of the game mechanics get a tooltip attached (like how to switch your settlers from "build" to "fight" mode and how that affects their behavior), but overall it definitely feels like its moving towards a full-blown awesomely playable game. Sandbox mode perhaps? Or randogen skirmish mode?

Also, cool premise, sounds similar to the one in From Dust, but with a bit more actiony kaboom power behind it. Here's to hoping for some more dramatic actiony kaboom moments in the game. I was thoroughly surprised and frightened when the first level god was casting fire all over my settlements. That bastard.

Anyway, keep up the great work Smiley
19  Player / General / Re: What are you listening to at the moment? on: February 03, 2012, 04:43:46 pm
I've been stuck on Pixeljam's DinoRubbish Megabundle ost.
20  Feedback / DevLogs / Re: Commando Bros [Gameplay vidyas, screenshots, etc] on: February 01, 2012, 05:21:50 pm
More work for/by HyperDuckChris?? Excellent!

As for the splitting of levels into two segments, super cool. It gets me nostalgic for the old Metroid escape sequences. How about implementing some kind of procedural randomization for enemy placement/type on escaping to spice it up a bit? I noticed that you already have something that makes those placed guns face the other way, but maybe something a bit more sophisticated like harder (but fewer) enemies or a horde of enemies right before the exit (or maybe something in between) that is simply different from the initial run in. After all, you're breaking out POWs, so it's an ESCAPE right? AMPED UP SECURITY!

As you can see, I'm pretty stoked at how this is all coming together. It kind of just has that...stuff to it that I like.

Keep up the good work.  Smiley
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