|
321
|
Developer / Playtesting / Re: 2in
|
on: March 18, 2010, 02:15:25 AM
|
Yes, I doubt you'll notice any issues due to ghosting. Have you ever played Super Mario Wars? -I can't think of any 2D-platformer with such speed and accuracy, and even so, I do not notice any difference when playing 2p on 1 keyboard. So don't worry 
|
|
|
|
|
322
|
Developer / Audio / Re: JMickle's tasty fine tunes!
|
on: March 18, 2010, 02:10:34 AM
|
...Wow... Whenever I manage to actually make something playworthy, I'll take your family hostage and force you to make the soundtrack for it.
.... you know that wouldn't actually be necessary? (i really hope you do)  You hope I take your family hostage? Nah, but really, awesome tunes! I'll come back to you if I ever finnish a worthy game for your music;D
|
|
|
|
|
323
|
Developer / Audio / 8bitairport
|
on: March 17, 2010, 04:19:17 AM
|
I know less than nothing about computer-generated music (and music in general, really^^;), but I'm really eager to learn how to make chipsey tunes, and so I meddled about in Craptracker II and Audacity. After hours of hard failing, I eventually came up with this little snippet that I feel can be characterized as half-decent...maybe. Anyway, please listen and give me some feedback (good or bad) http://8bitcollective.com/music/Theon/8bitairport/
|
|
|
|
|
324
|
Developer / Audio / Re: JMickle's tasty fine tunes!
|
on: March 17, 2010, 02:55:53 AM
|
|
...Wow... Whenever I manage to actually make something playworthy, I'll take your family hostage and force you to make the soundtrack for it.
|
|
|
|
|
327
|
Developer / Playtesting / Re: Flower
|
on: March 08, 2010, 10:33:33 AM
|
Call me paranoid, but I'm kind of terrified of what this might do if I run it. Right now, I'm not seeing "game" so much as "mysterious .exe file that does who-knows-what".
I'm afraid I have to agree with Mr.Frostblade here. -You're a manbaby without as much as a screenshot to show for this "game" of yours?
|
|
|
|
|
328
|
Developer / Playtesting / Re: 2in
|
on: March 08, 2010, 10:30:30 AM
|
|
That certainly sounds promising!:D I think the singleplayer stages should include some kind of "tutorial" on the game's different features^^ Could you, perhaps, add some of the enemies/NPC's from your previous games as well? They would make great obstacles, as well as player-friendly allies you could obtain as power ups:D
Talking about dropping on heads; one thing that would surely add more depth to gameplay (I think) would be for the players to be able to jump on each other, making the player who got hit fall to the ground and thus rendered unable to retaliate for the approx. 2 seconds it takes him/her to get back up. *Just an idea;]*
|
|
|
|
|
329
|
Developer / Playtesting / Re: lonely hermit dorf (v0.00000002x) [not KotMK]
|
on: March 07, 2010, 04:34:57 AM
|
Sorry for being a noob, but could we perhaps get some tutorial on this?^.^; I walked around, chopped some trees, ate some plants and planted their seeds, and drank some stuff from a barrel. Then an E started following me, and I tried interacting with it, I tried digging, I tried building, and I tried refilling barrels (to no success, I might add); until suddenly I just died from depression. It was kind of addicting, even though I didn't quite get what was going on, and so I think it could be heaps more fun if someone just told me how to play this game 
|
|
|
|
|
330
|
Developer / Playtesting / Re: 2in
|
on: March 06, 2010, 07:20:21 AM
|
|
Okay, bawk! I played a bit with myself (no pun intended XP), and here are my comments: 1. Visuals are AWESOME. From the gritty look of the tiles to the glorious death-animations on a flickering screen; this is art. (The flickering could, however, tire your eyes after a long gamesession) 2. Gameplaywise it's no doubt loads of fun to play with a friend, but I suppose it would get very repetitive. This is something that is easily fixed, though! Just add some weapon variations, more stages, more traps (though, the two that I noticed were splendid!) or lava that players not careful enough could get hurt in; but most importantly, add a directional aim-system. -Preferably 8-directional, but 4-directional aiming could also prove more than sufficient (as seen in Anamaton for example). 3. The sound really fits the visuals, I guess, but it's not pleasant to listen to, and might therefore stop people from playing it. It's not that it's "bad" in any way, I just found it terribly annoying after a short while.
All in all, a great beta! I'll be watching this! (-truly looking forward to see what the eyes will be used for!)
|
|
|
|
|
331
|
Developer / Playtesting / Re: 2in
|
on: March 06, 2010, 06:57:04 AM
|
|
Oooh! THIS looks promising! I'm a bit of a split-screen/shared-screen multiplayer whore, and after playing a bit ausable and liking the visuals, I actually fantasized a bit about having something similar that could be played in multiplayer^e^ *Downloading now*
|
|
|
|
|
332
|
Player / Games / Re: Promisingly Good Freeware Games in Development
|
on: March 01, 2010, 12:31:24 PM
|
@Theon thanks for the suggestions but the games are already mentioned. i dont update the first page anymore cause its too much of a hassle. posts exceeded its maximum allowed length of 20000 characters therefore i had to make a several posts (which i did for quite some time...) anyways the games are mentioned somewhere  on the thread and are also available on pixelprospector. I see, sorry for filling up the thread unnecessarily^.^; -However, I'm still unable to find We Want YOU on the pixelprospector page :S Are you sure it's there?
|
|
|
|
|
333
|
Player / Games / Re: Promisingly Good Freeware Games in Development
|
on: February 17, 2010, 09:52:50 AM
|
There are a few games I'm surprised that I can't find on this list (or maybe I just zoomed right past them somewhere?): We Want YOU  Quicksand Games have made this lovely little game of infinite war. You are dropped into a 2D downwards scrolling battlefield by parachute together with a bunch of other random soldiers like your self. You'll soon lose track of your brothers in arms, and focus on saving your own skin for as long as possible. You will meet varying kinds of enemies patrolling as you progress downwards, and though your infinite-ammo-handgun is useful (kills in one blow), you will find special pick-up weapons not only entertaining, but pretty useful as well. The game is procedurally generated, with massive amounts of different weapons and tools, enemies with special AI, tiles that are destructible or blow up in a rain of fire; though, it's not all random: You progress through 4 seasons to cover a year in the field (time is based on distance traveled), and as time passes by new enemies, weapons and objects will enter the war (if you get really far into the future you will see some pretty insane stuff, as well as a really nice plot twist). Watch out for bomb showers, try and rescue hostages, and all the while blow up, shoot and knife your enemies (political satire through hilarious tabloid headlines appear all through the game, and makes it even more enjoyable)! http://wewantyou.quicksandgames.com/index2.phpAnamaton  Best game Teknopants ( Teknopants.com) have provided so far! A 4-player split-screen arcadeic 2D gun-fight battle mayhem! Tons of weapons, vehicles, power-ups and stages! In addition it's possible to harvest the money of dead combatants to buy turrets and traps in designated shops around certain maps! When I first tried this I thought "Holy shit, this needs controllers!", and i jacked in two ps3 six-axis controllers and was about to fire up the key-mapping software when I saw that the game already supported ps3 controllers as a default!:D Fucking epic! Play it at school with friends on your crappy laptop!;D LA:3D  YES! IT IS! Someone (MitoshK - http://mithosk-games.blogspot.com/) is remaking The Legend Of Zelda: Link's Awakening (inarguably one of the best, if not the best game ever to exist) in 3D!
|
|
|
|
|
336
|
Developer / Playtesting / Re: For Science And Glory! MULTIPLAYER V0.012
|
on: October 01, 2009, 08:59:40 AM
|
The solution to being able to clear the screen with one bullet is to make lots and lots of enemies. And then make more.
I like this game. Keep working on it.
Why thank you very much^^ However, when I add more enemies, the result is more enemies hitting each other and a greater chainreaction. Thus it actually gets easier when you add too many enemies^^;; But I'll work a way around it, I promise, but lately I've just been having fun on LAN-parties and other nerd-events without really working much on this... Sorry:P (Btw, I think you're the first one to say you liked the game!XD Really, thanks!) PS: Have anyone tried multiplayer yet?^^; I'd like to know more about how it works...
|
|
|
|
|
337
|
Developer / Playtesting / Re: For Science And Glory! MULTIPLAYER V0.1
|
on: September 23, 2009, 06:33:26 AM
|
actually i do..
Well thanks a lot (again!)^^ I have made the "combo"-system already (enemies on fire will crash into other enemies, explode, and set the next one on fire, etc.), and it works pretty well (I do believe it makes the game more fun), however, you can sometimes clean the entire screen with just one bullet...XP I like the idea of destructible enviorment too, but in the current build all walls are just background tiles with the same invisible "wall"-object on top of it, so I'd have to remake all wall-tiles as seperate objects to do this..^_^; Special attacks and enemy power (hp)... Yes, I really want to do this, and it's actually what I had in mind from the beginning. Problem is, though, that the reason I made all weapons one-hit killers was that I originally didn't know how to give each enemy an independent power bar>_< But this is something I certainly will fix, sooner or later! I promise! The ice-beam does indeed make the ships fall, but they act entirely different from the flaming wrecks; They bounce on walls and explode into several sharp ice-shards;P (I'm also going to make a combo-effect out of this, just haven't gotten that far yet) Furthermore, I've been thinking about an eletric beam that doesn't destroy the ships, but instead slows them down. Is this a good idea, you think?^^;
|
|
|
|
|
338
|
Developer / Playtesting / Re: For Science And Glory! MULTIPLAYER V0.1
|
on: September 19, 2009, 01:46:59 PM
|
so sorry man. on the original post you said you were "finally getting closer to being what I intended" i thought you meant the game was almost done. so yeah... my bad  the wall bug thing. i wish i could show you a picture but i dont know how.  so ill try to describe it. the most fatal bug occurs when your in between two walls and the scrolling screen stops. you cant move at all and you have to close the game. but its really easy to find this bug all you have to do is keep crashing into the walls. i dont know how you could have missed it. oh btw another criticism. the space bar hyper speed thing is useless. there no reason for it to be used. but im sure you have something planned for it later on and i hope you incorporate it in the game. I see, well I guess that could quite easily be misinterpreted^^; I'll try to recreate the wall-jam bug you mention tomorrow, thanks:) Yes, the space-bar is pretty damn useless right now, but as soon as I fix the problem with the possibility for the player to "push" the screen backwards it should get more purposeful;P (-I mean, really, you're supposed to die after you leave the visible part of the screen-.-;  You don't perhaps have any other ideas that might improve the gameplay in any way?^^
|
|
|
|
|
339
|
Developer / Playtesting / Re: For Science And Glory! MULTIPLAYER V0.1
|
on: September 18, 2009, 07:28:11 AM
|
I can't believe it! Not a single download! SOME COMMUNITY!!  I could REALLY use some feedback on this!  gez man calm down.. ok i played your game and im sorry to say but i hated it. heres why.. first off it really buggy. every time your near a wall you get stuck on the walls with results such as its hard to move out of the wall or the game cant be played at all because you are really stuck. the movement controls is really buggy. i mean you cant press two directional buttons at a time properly and go diagonal. example. say your going down(S) you press A to go diagonally left. instead you go left and when you let go of A and still have your finger on S you stay in one spot. the gameplay was a real let down. all the weapons killed the enemy in one shot so its like whats the point of switching? what really disappointed me was that each weapon was unique but you dont make use of the mechanics. like for example when you set fire to a ship it crashes and nothing else. i would have loved to see it damaging the other ships during its crash. i can see some great combos out of this like freeze the enemy the send a rocket and blow up the ice in all directions damaging other enemy ships. so please make the game take advantage of these game mechanics. what i really hate about the game is the repetition. you said you that it almost done so the is really harsh but its not fun. everything is the same. you only have one enermy, one background and on randomly generated level. its really repetitive, theres no sense of progression or reward and with the game being really buggy its not fun to play at all. i haven't tried multiplayer but i assume its the pretty much the same thing with an extra guy. so yeah.. thats my opinion. it has gameplay potential but it really needs more work and its noway near completion. Ah, sorry, I guess I should've specified it; but this is FAR from any stable version, and nowhere close to done!^^;(I never said so either) Mainly I wanted comments on what aspects of the game are worth building on, and what you'd like to see changed/removed. Which, of course, means that you've made an awesome comment! Thanks! 1. Walls: I do not understand how you guys get stuck in them all the time, it never happens to me. Any ideas? Could you specify when and how this happens? 2. Controls: Mentioned previously, and WILL be fixed (I just need to find out how^^;) 3. Ships damaging other ships: Fantastic idea! I'll look into it! -However, it would probably make the current gameplay EVEN easier, but adding more difficult enemy types and enemies that shoot is on my 'to-do-list'. Yes, multiplayer is pretty much the same, only with another character, but what I've been working on for a few days now is the possibility for fallen characters to hit solid ground and walk around/jump without the chair, and then be rescued by the remaining player. ->Almost done. Well, once again I thank you for a long and detailed comment, and hope you'll give my game a chance again later sometime^^
|
|
|
|
|
340
|
Developer / Playtesting / Re: For Science And Glory! MULTIPLAYER V0.1
|
on: September 17, 2009, 07:56:07 AM
|
If i press X and Z at the same time the whole thing goes like crazy to the end of the level and death no collision no nothing and if you stop the rockets and fall and then press Z and X at the same time again it's goes diagonally, also managed to get stuck.  You must've downloaded the old version. X has no function in the current build, and the super-speed bug you're referring to doesn't occur anymore.
|
|
|
|
|