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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 11:01:43 PM

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141  Community / VGNG / Re: Prehistoric Hovercraft Carnage! on: March 09, 2008, 02:57:15 PM
 :D

I can add more, noooo problem.


(On a more serious note, the first two.. aren't very clear are they?)
142  Community / VGNG / Re: Prehistoric Hovercraft Carnage! on: March 09, 2008, 02:41:07 PM
Aye sir! Need more?  Smiley
143  Community / VGNG / Re: Prehistoric Hovercraft Carnage! on: March 09, 2008, 02:22:50 PM
Thanks!  Grin

Here's a tiny preview of how it will look when things get messy:

Me has made ze blades:

Blades got a bit 'dirty':

Ow boy, this thing needs a carwash!:


Cheers!
144  Community / VGNG / Re: Prehistoric Hovercraft Carnage! on: March 09, 2008, 10:32:43 AM
Just finished the hovercarft... I'm a bad pixeler, so I'm making this in a slightly different style.



I haven't added a character yet, but I still haven't quite got a good idea how to further implement the 'prehistoric' aspect of the game title. I'm pretty sure I want dinosaurs in there or cavemen or both. Does the hovercraft look too modern by the way? I thought about making one in a Flintstones style, but it didn't quite turn out well.

Carnage... mmm, I guess you will be able to run over cavemen people, dinosaurs and so on. Perhaps some extra fun with the blades of the hovercraft. There's a good chance I will add retractable blades on the side of the hovercraft or something like that. Or ... just guns of some type? Perhaps MAD MAX style weapons. Needless to say there will be bloodWink

Anyways, tons of work to do, so I'm back to the drawing board! 
145  Community / VGNG / Re: My First Skydiving Academy on: March 09, 2008, 07:46:24 AM
Wow, this is excellent! Love the style and ragdoll physics.
146  Community / VGNG / Prehistoric Hovercraft Carnage! on: March 08, 2008, 08:41:08 PM
*

Coming to a computer screen near you soon...

(hopefully thís time I'm able to actually really enter the contest)

Suggestions welcome, juuuuust throw 'em at me!  Grin

Cheers!

*Possibly subject to change depending on how the game idea evolves. The terrain is probably there too stay though.
147  Community / VGNG / Re: VGNG: Celtic Forklift Kombat (with image) on: March 08, 2008, 07:33:03 PM
Now this is our fellow monk Fergus Oisín



CELTIC KOMBAT TRANSFORM



ready to kick ass

That's INSANE! Wow! Hope you finish this game, the idea is great!
148  Community / VGNG / Re: Go go Hippo on the High Seas on: March 08, 2008, 07:30:15 PM
Here's a quick edit to show what I'm talking about:

Here is a picture of a hippo:


"Hippos do not hold their heads above their bodies like that."

The little hippo in the picture seems to be able to do just that though. Bút, you are right, for better recognition your version is a lot better.

I'm looking forward to this game though, seems like a pretty difficult choice to me,

Cheers
149  Player / Games / Re: to Moderator: please delete this thread on: March 08, 2008, 12:16:03 PM
I hate dogs, so heres one doing something stupid and painful:



Isn't Pikachu a dog too... I mean, sort of? Wink
150  Player / General / Re: R.I.P. Gary Gygax on: March 07, 2008, 06:40:49 PM
Somewhere right now Vin Diesel is crying.

Yeah indeed, I was surprised to find him having written the foreword of the 30th anniversary book or was it the magazine? I don't quite remember.
151  Developer / Design / Re: Make a Boss for Noitu Love 2, plz on: March 07, 2008, 06:34:07 PM
Nice game! I'm looking forward to more.  Grin

Off topic:
It's like the thing where i thought link was called zelda for like 5 years...

Believing I was the only one who thought that, that really made my day! Smiley It's still a bit weird when you think about it. Would it make sense to call Mario, Princess Peach instead? Nah..  :D

152  Developer / Design / Re: What's actually a ripoff? on: March 07, 2008, 06:23:42 PM
Ow my god, so the rumours must be true then. Exciting times indeed! Can't wait!  Wink
153  Community / DevLogs / Re: puit wars - cute pixel graphics with weapons on: March 06, 2008, 07:49:47 AM
black VS white. a lot of people instantly see this, while others don't. might be an interesting study in sociology. ^__^

I blame it on society. Wink


(For the record: I love both black and white.)
154  Community / DevLogs / Re: Circle: new project and first tests on: March 05, 2008, 10:50:35 AM
Whats this all about?!?!

Holy shit, your avatar rocks.  Smiley Who is it? Originally drawn by you or? It has excellent style.
155  Developer / Design / Re: 4th dimension? on: March 05, 2008, 10:31:17 AM
I simply can't grasp 4D very well.

What a noob.  Even my elderly grandma can rotate in four dimensions and she's in a wheelchair.

True, you sure got me there, but there's a difference between rotating while not knowing that you are rotating and consciously rotating in the 4th dimension. Okey, perhaps that was a bit mean, sorry.
156  Developer / Design / Re: 4th dimension? on: March 04, 2008, 07:13:47 PM
mathematically, of course, its perpendicularity has no real geometric meaning

Right, which is why, unless we're talking about 'time' as the fourth dimension, any higher dimensional space in games would be a bit pointless don't you think? Being a math trick anyway, I don't see how rotating beyond the 3rd dimension would make sense. As in, in Fez it makes perfect sense to rotate a 2D image into a 3D one, back into a 2D one. I don't quite see how this would work beyond the 3rd dimension (minus time). Bút I guess I simply can't grasp 4D very well.  Roll Eyes
157  Developer / Design / Re: 4th dimension? on: March 04, 2008, 05:02:54 PM
The player exists in four space, but may only interact with a single 3D projection at any given time. Interaction with the exatra dimension is accomplished through rotations in four space.

Sounds easier than it is. For example, in case of Fez how would you make it 4 dimensional? By rotating it's already 3D, which makes up for áll 6 degrees of freedom actually, right?
158  Developer / Design / Re: 4th dimension? on: March 03, 2008, 10:09:03 AM
By the way, shouldn't that hypercube have an animation for it to be 4D?

To help remove the fail from this thread, I have a legimate question:

I'm pretty sure there was a 4D space flight game (in the vein of Wing Commander and the like, only in super-confusing 4D) that was featured on TIGsource once. I can't seem to find it now, though. Anyone know what I'm talking about?

Perhaps you mean the game that entered as a student project in this years IGF?
159  Developer / Design / Re: What's actually a ripoff? on: March 02, 2008, 04:12:56 PM
Whatever, Portal's just a cheap Prey knock-off anyway.

...yeah, but even Prey wasn't the first game with Portals in it.  Roll Eyes
160  Developer / Design / Re: What's actually a ripoff? on: March 01, 2008, 07:00:20 PM
Yeah, in the article that is pretty much what one of the developers said. He basically said that they had this style in the works before they had even heard of TF2. They were apprehensive about the style at first, however, due to TF2's success he said that they were pretty much convinced that it could be just as popular if they didn't go with the "photo realism" type of look.

Well yeah, but who wouldn't claim being 'secretly' the first with something like that? I've got tons of 'design documents' here right laying at my desk, basically one big heap of potentially great ideas, and one of my older game ideas was actually very much like the game TrickStyle, the hoverboard race and stunt game. I'm pretty sure the reason why I thought of the same things as they did was because of the fact that we've likely been inspired by the same sources. I never made 'my' game idea into an actual game and even if I would have, they would have made the "same" game simultaneously without knowing of my game in progress anyways.

I think we just have to live with the fact that not much is really original these days. On the other hand I applaud people for "ripping off" Crush or Paper Mario when they do it like Fez. I mean seriously, if it's done properly and has a unique own twist to it, why complain? It's not like it's exactly the same game, right?

Obviously I do not like the dozens of Bejeweled-clones out there, but somehow that's different and even then I don't quite blame them for making them. Those Bejeweled-clones are a bit extreme most of the time, but take for example a gameplay feature (or gimmick) like Max Payne's Bullet Time. We could argue all day long about whether or not it's "right" to copy such a thing into other, new games... but truth is, it doesn't matter as long as it's done right. Max Payne's bullet time rocks, Total Overdose's SlowMo and Bullet dodging rocks too, heck even Stranglehold's Tequila (slow-motion) Time rocks bigtime.

I'm not sure if Portal will cause a similar hype amongst developers to add Portal's main feature, but I wouldn't be too surprised if in some form or another that would happen.
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