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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 05:52:28 PM

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21  Community / DevLogs / Re: Out There Somewhere on: March 16, 2012, 03:56:38 AM
I WANT IT!
Where do I throw my money!?
22  Community / Townhall / Re: Rin's Quest on: March 16, 2012, 03:51:45 AM
What platforms are you targeting? It looks like it would make a great touchscreen game.
NO!
Don't listen to this guy! No more fucking touchscreen games!!
Please don't rape this awesome-looking game with touch controls! Cry
23  Community / Townhall / Re: Temple of the Spear [Flash] on: March 16, 2012, 03:50:09 AM
Played for a bit.
Music and graphics are absolutely lovely! Kiss

That said, it could benefit from a little more variation, but what I think would really make it a great experience is if you make a somewhat open world, letting the player explore and live out the adventure himself, rather than just trudging through linear dungeon after linear dungeon (not that the dungeons were bad in any way; I just want to discover them myself Tongue).

Also, the spear's hitbox seems kind of off at times... Might be mistaken.
24  Community / Townhall / Re: free, where? on: March 16, 2012, 03:38:23 AM
Sweet idea!
I could write some game reviews, if you want Grin
25  Community / Townhall / Re: Rin's Quest on: March 15, 2012, 08:46:09 AM
Looks fucking amazing.
Want.

I'm trying to make something similar myself, but in 2D.
Love this artstyle, though.
Keep up the good work!
26  Player / Games / Re: Jet Set Radio HD on: March 06, 2012, 02:52:56 PM
Okay, okay! Having reread the thread I realize my post was a bit retarded.
I just came from /v/ and I guess my mind was kind of fucked up by what I saw there, and I got the impression I was reading the same hate-spouting shit here.

Case point:
I read this...
So true and applies to so many things.

It applies to anything anyone played when they were young. Old games are consistently and vastly overrated.
...as "All old games are shit, lol. You just think you like them because of nostalgia, faggot. Only Halo 54 Man on Duty: Modern Shooter Tacticool is good now."
27  Player / Games / Re: Jet Set Radio HD on: March 06, 2012, 02:26:43 AM
Wow, you guys are starting to look like the shithole /v/.
I thought you had more class than this. Concerned
28  Community / Townhall / Re: Warbarons on Kickstarter on: January 28, 2012, 07:33:50 AM
Seems there's no depth behind the buildings.

What do you mean by that?

I think the artwork is astonishing, by the way! Beer!
What kind of strategy game are we talking here; Is it some kind of fantasy-Civilization II? Kiss
29  Community / Townhall / Re: Check out Vessel, a new indie puzzle game coming out soon! on: January 28, 2012, 07:25:28 AM
Horrible interview, but the game mechanics and visuals look amazing! :D
30  Community / Townhall / Re: Pineapple Smash Crew- release date and new trailer! on: January 28, 2012, 07:19:41 AM
Dude!
Congratulation! Beer!

I feel almost nostalgic, having tried this during early phases of the development Tears of Joy
You're living the dream, man!
31  Jobs / Collaborations / Re: Looking for Pixel Artists! on: January 28, 2012, 05:08:27 AM
Now, don't take this the wrong way; I'll just try and explain why you're not getting any replies.

1.
First of all, it doesn't seem like you know what you are talking about.
"8-bit" has become slang for "retro-looking", but what it actually means is processing restriction that forces developers to make do with chip sound, a pallette of maximum 16 colours and tiles no bigger than 16x16 pixels. Usually, anyway.

2.
Though your engine might play great for all I know, there are some jarring things in your screenshot. Now, I'm not referring to your artwork in general (you are looking for an artist, anyway, right?), but the horrible composition of high and low resolution images.
If you want the game to have so-called "pixelart" graphics, you need a consistent frame of pixels, and a steady 1:1 pixel-size ON ALL TILES AND OBJECTS.
Had you been using high resolution images (not pixelart) this wouldn't be such a concern, as it would be hard to spot, but on lower resolutions it's all about imagining lines that aren't necessarily there (because everything is made up of distinct squares), and so consistency is of absolute importance.

I just slapped this together to show you an approximation of how extreme the differences in resolution in your image are:



Now, I might have sounded strict, but I really just want to help.
Remember to use consistent resolution and your games will look and feel much better! Grin Hand Thumbs Up Right
32  Community / DevLogs / Re: Puppet Children (NEW BUILD) on: January 26, 2012, 04:11:18 PM
Just tried the new build (you've got to tell me when you release them, man! :O)!

The bigger areas really let you explore the jumping mechanics, and it's giving me a Super Meat boy-feel. Which is a very good thing!
I just can't get over how delicious the grass looks when you touch it...so smooth  Noir Hand Thumbs Up Right

A downside with having such huge ares visible at the screen at one time, is that those previously mentioned pixels don't get the visibility I feel they deserve, and also, it slightly removes the feeling of exploration..., though that could probably be fixed through just making huge fucking dungeons! Gentleman

What I'm wondering most of all is, what approach will you take from here?
Will you make a metroidvania, where the focus is exploration and combat, or are you going with the Super Meat Boy speedrun-gameplay which seemed to get spotlight in this last build?

You could of course go in the direction VVVVV took; with a big map to explore, and areas that required precision-platforming to pass.

I, for one, vote for much explorations. My fingers are tingly from hunger after more of this world; I want to see more, and I want to to be a world, and not just an arrangement of skill-based arena maps.

Just my opinions, anyway Shrug

Looking forward to seeing more! Let me know!
33  Jobs / Collaborations / Re: I made a bunch of tilesets and sprites; help me make it happen! [Now "playable"] on: January 24, 2012, 03:17:46 PM
Dig anywhere (press Z)
Bats in the house
New slimes in the cellar
"Select" in the inventory (now looking slightly better) with Z and X

Zack is busy building an engine from scratch (which he promises to share Grin ), so I suppose there might still be long before we see anything revolutionary on the functionality of this game.
BUT! Jamie is working hard on his bleeps, and I'll upload a version with his amazing tunes and sfx as soon as we can slap it together! Really looking forward to seeing/hearing it in motion! Tears of Joy

http://www.2shared.com/file/3Ty4K714/BlueGuyAlpha01_06.html

In other news, I just had contact with Jasmine, and we're starting a more arcade-oriented little dungeon game! I'm pretty excited about it, but it is currently my second priority, so I won't work less on this here project because of it, I promise Giggle

AND yes, I know this is not my personal blog; Just to clearify that before some of the stricter of you tigsourcers stomp all the joy of life out of me.
I'd gladly have this thread moved to Development, if that is a more fitting place, yet we might still require a coder who is willing to commit fully to this (Zack's contributions have been absolutely fantastic, and a wonder to behold, but he has his own projects, school stuff and a portfolio to further load his work. A true gentleman that I'd love to work more with, but also a pretty busy gentleman)...

EDIT: NOT THE LATEST BUILD. SEE FIRST POST FOR MOST RECENTLY UPDATED BUILD.
34  Jobs / Collaborations / Re: I made a bunch of tilesets and sprites; help me make it happen! [Now "playable"] on: January 22, 2012, 08:13:49 AM
I began working on an inventory (press "I" to open/close).
Pretty much just placeholder stuff as of now, and I'm aware of the stray pixels in the animated header...Will fix soon.
Closing it will bring you back to the starting position again...because I'm a reterrd.

http://www.2shared.com/file/v5nDjipc/BlueGuyAlpha01_04.html
35  Jobs / Collaborations / Re: I made a bunch of tilesets and sprites; help me make it happen! [Now "playable"] on: January 22, 2012, 06:52:54 AM
Made some new tiles, animated ones at that...

Slightly updated build:

http://www.2shared.com/file/DU_rUuCl/BlueGuyAlpha01_03.html

School tomorrow..., mother have mercy Tired
36  Jobs / Collaborations / Re: I made a bunch of tilesets and sprites; help me make it happen! [Now "playable"] on: January 22, 2012, 06:42:28 AM
That actually sounds like a pretty neat idea! Grin Hand Thumbs Up Right

I'll PM my email, so you might spam me with what tiles and stuff you want Tongue

37  Jobs / Collaborations / Re: I made a bunch of tilesets and sprites; help me make it happen! [Now "playable"] on: January 21, 2012, 06:00:11 PM
@Jasmine
All the flattery! Makin' me teary-eyed, I tell you Tears of Joy

Sure, I'd love to try and draw some pixels for you; Just now I'm kind of buried in this here project, but I'd be happy to make more stuff if you're willing to use it and don't mind me being a little sluggish (as I'm prioritizing this at the moment, and have heaps of school work coming up Concerned).
What kind of arcade game were you thinking?
38  Community / Townhall / Re: Snow Tale (Neutronized) Trailer on: January 20, 2012, 06:11:24 PM
Reminds me of Kirby Grin Hand Thumbs Up Right
Looks great!
39  Jobs / Collaborations / Re: I made a bunch of tilesets and sprites; help me make it happen! [Now "playable"] on: January 20, 2012, 05:55:42 PM
@jamiebell

I absolutely LOVE your music; It's exactly the kind of music I imagine this game should have! Addicted
If you're interested in joining this project, I, for one, would be delighted to have you aboard!
I'm actually quite honoured by the proposition!

As you undoubtably understand, this game is far, faaaar from even thinking about concidering the possibility of being done...
Even so, I'd love to start adding some sound effects and background music, to test the feel of it all along the way Grin Hand Thumbs Up Right

Send me a PM with your email, and we can start corresponding at once!

OH SHIT, OH SHIT, OH SHI-
THIS IS ACTUALLY HAPPENING! Crazy


Here's the latest build, everyone:
http://www.2shared.com/file/Rrvx2VD9/BlueGuyAlpha01_02.html

Zack has been a little busy, and so the code isn't very much updated (seeing as I don't know what to do about that voodoo hex), but at least there's some new tiles and sprites to look at, and the collision of some objects are slightly improved.
Also, you can fall now... Into the ground, rather than the actual holes, on some occasions, but still... Shrug
40  Jobs / Collaborations / Re: I made a bunch of tilesets and sprites; help me make it happen! [Now "playable"] on: January 17, 2012, 04:14:00 AM
The player movement issue is because the player changes facing before it checks that you're checking multiple keys. That is fixed now, as well as the animation issues while standing.

I bow before you in reverence Shocked

EDIT: This may have to be moved to devLogs or feedback if we all keep commenting on the in-game aspects rather than the collab aspects of this post.  Coffee

Indeed. I never imagined that we'd get this kicking along so soon!  WTF
How do we call on the attention of the mods?
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