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803
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Community / DevLogs / Re: Orb It
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on: July 26, 2011, 09:51:49 PM
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I really like this idea, and I really love the name. I'll be paying attention to this project! :D You know what would be interesting... if you had the orb constantly orbiting the player (thus working a double meaning for Orb It) and when you kill a monster, it simply absorbs the nearby energy, but like you were saying have it give you more energy if you just hold it near. So the animation would be something like it's orbiting around you and the character stops it mid-orbit, holding it towards the monster. If you get hit, then you let go and it just orbits you.
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804
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Player / Games / Re: Skyward Sword
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on: July 26, 2011, 03:43:24 PM
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Also, yeah, Ocarina had some super disturbing images. One that sticks with me is the log that you have to walk through to get out of Kokiri forest. They make it clear that leaving the forest means Link, and therefore the player, is going to die.
Well, really he would died in that forest anyway since he wasn't truly one of them. I think they did that to show how brave Link was (since he didn't know at the time that he was a normal human). I guess it was kind of a dark thought to hearing when you're a kid, but it didn't seem too dark at the time, what with cheesy facial expressions.
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805
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Player / Games / Re: Skyward Sword
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on: July 26, 2011, 03:12:34 PM
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I've never thought of OOT as a "light-hearted" game. It's actually pretty dark compared to most other Zeldas.
Whatever.
Yeah, the entire world was doomed and you were the only one that could save it, yet characters are constantly being completely goofy and comedic. Seemed like a light-hearted epic adventure to me. But I guess it depends on the player's perspective.
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806
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Player / Games / Re: Skyward Sword
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on: July 26, 2011, 02:56:23 PM
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Uh... Twilight Princess was the one that was like OOT. Skyward Sword is actually supposed to be a major departure from the traditional Zelda formula, which, coupled with the ostensibly "more complex" combat, sort of makes me worry it's going to be a linear hackfest with corridor levels a la God of War. But we'll see. Well it probably depends on the player. For me, Twilight Princess seemed like the same old Zelda, but much darker and "adult" style. It seemed like they were aiming to please old zelda fans that had gotten older. Skyward Sword on the other hand feels like it's going back to the old light-hearted style and the visuals very much remind me of OOT. Not that they are the same, but if OOT was re-made entirely then I'd imagine the visuals would be something like Skyward Sword. Either way, I'm still a little excited and hopeful. I also didn't think the NSMB games were all that. Sure, they were enjoyble and competently made and whatnot but they somehow lack that special something that made games like Super Mario Bros 3 and Super Mario World great and memorable.
I didn't play NSMB much, and I agree that they weren't as interesting as the originals, but it was still nice to play a new game in the old style.
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810
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Player / Games / Re: Skyward Sword
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on: July 26, 2011, 02:06:58 PM
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I've noticed that all of the companies that constantly reuse a franchise to death are suddenly taking those franchises back to their roots. We got "New Super Mario Bros." and that new Donkey Kong Country and now a zelda game that feels much like Ocarina of Time. I don't think this is a bad things as all of these seem to be enjoyable. In short, I'm excited, but not so much that I'm wetting myself.
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812
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Developer / Design / Re: I don't get the design of management game
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on: July 22, 2011, 12:33:05 PM
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You said you can design games, because you design them around the fact that they have goals or something at stake. Well think about it this way... with management games you just have multiple things at stake and ever-changing goals. Come up with an idea for a game in which something is managed, then design it around constantly increasing goals.
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813
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Developer / Art / Re: Fonts for Every Game!
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on: July 21, 2011, 09:17:00 AM
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Whenever I see a game using a font that comes with Windows automatically, it comes off as unprofessional to me. Of course, there are exceptions. Courier New works great for 8-bit style games.
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814
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Player / Games / Re: subtitles
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on: July 21, 2011, 09:15:03 AM
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I have odd hearing and many, many times it's hard for me to hear what a character is saying. So, I love subtitles and always turn them on. I can understand why it would distract or bother other people, but I watch Japanese anime so I'm used to subtitles.
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816
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Community / Jams & Events / Re: TIGJAM FOUR DATES
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on: July 20, 2011, 11:07:56 PM
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TIGJam? I assume that's some sort of gathering of users from the the forums? Wait... Mountain View? I live about an hour from there!
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818
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Community / DevLogs / Re: Spectre Shock
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on: July 20, 2011, 12:19:27 PM
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The visuals of this game seem like how people in the 80's imagined games would look like in the future. I love it.
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Community / DevLogs / Re: dinosaurs in space: DEMO
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on: July 18, 2011, 09:54:51 PM
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I played it and like it! You may already be planning these, but I figured I'd suggest two things: I would have liked it better if the areas weren't so zoomed in. Second, you should add a map-making feature so that players can make their own maps and submit them to you. Then every once in a while you can look at the maps and choose ones you like, then add them to the game during patches. (I mean you would add them to a "Fan Maps" style section.
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