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21
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Developer / Playtesting / Re: WIP: 2D Sicescrolling RTS
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on: September 22, 2008, 02:09:24 PM
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PHeMoX, there's a kitty pressed against her boobs I fall for that one all the time when my girlfriend asks... mmm you know what, lets just not go there. :p
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22
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Developer / Playtesting / Re: Diver (RELEASED)
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on: September 22, 2008, 01:42:20 PM
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Yeah, .. I agree, the sometimes 'lucky' wins also kinda ruins the fun a little bit. Like getting a 9,7 score just because you hit a rock, tumbling all over the place and miraculously landing head down. Still, it's biggest quality is it's addictive enough to keep me going nonetheless. 
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23
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Developer / Playtesting / Re: Diver (RELEASED)
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on: September 22, 2008, 01:08:35 PM
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I would definitely love it to be a bit more responsive, but apart from that... I'm playing it again! Best lunch-break game yet. 
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24
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Developer / Playtesting / Re: Diver (RELEASED)
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on: September 17, 2008, 05:36:30 AM
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Cool game! Some things I've noticed though: -Sometimes bounces of the wall don't give you punishment, instead I've had perfect (10) and near perfect scores (97 etc.) because of it. A bit strange, but cool. -Sometimes a good jump with mediocre landing gets a 4.4-kind of score, even though it looked more like a 6.0, I take it landing is more important than the amount of spins? Together with the 'bounce-score' thing, this results in sometimes pretty weird scoring. -I'd like to see my scores a bit longer, perhaps add a 'previous score' kind of feature, sometimes it almost seems as if there was no score at all. (There's also a random issue where sometimes letting the mouse button go will reset, sometimes it takes another press before it resets. I'd like it to reset only upon pressing another time on the mouse button, or is this user-error? ) -I'd like a mode where you'd have to actually pass levels before being able to go to the next. I like the friendly 'next level' button, but it takes away quite a bit of the challenge itself.  Ultimately a very enjoyable game though!  edit: Mmm, just got to the more difficult jumps. So, I take the 'next level' thing back. :D
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26
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Developer / Playtesting / Re: WIP: 2D Sicescrolling RTS
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on: September 16, 2008, 09:51:43 AM
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 That video is wrong on so many levels :D Hahaha, is that girl in black suit stroking her tits or what? :D edit: And then I did not even take notice of the texts yet. Wow. 
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32
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Community / Bootleg Demakes / Re: The Soopa Doopa MOCKUPS thread
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on: September 14, 2008, 11:01:06 AM
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Screenshots back in the 8bit times were so pretty  Yes, agreed. The age of emulation and mediocrity has come upon us.. or something.  Nowadays it seems like all game developers do is release one FPS clone after another. I'm not saying this or all of them are bad, but it's not the same as it used to be fore sure.
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33
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Community / Jams & Events / Re: TIGJam:UK
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on: September 12, 2008, 03:34:30 PM
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It's cheaper to go by train-tunnel or boat, don't buy a ticket to go from I assume either Belgium or the Netherlands by plane. It's way expensive man. 
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36
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Community / Indie Brawl / Re: Indie Brawl: Character list (bio and reference)
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on: September 03, 2008, 02:38:14 PM
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Excellent!
Paradox = Xoda's full name backwards?
Also, Noitu Love is Evolution backwards  Sorry to even quote this from this long ago, but I thought it was a Japanese name.. Lol, so it was actually purposefully just Evolution backwards or is this purely coincidental? Also, I dig Xoda Rap.
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39
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Developer / Design / Re: So what are you working on?
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on: September 03, 2008, 05:15:05 AM
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thanks all  kYn: they were for a game, but they are not going to get used :/ If you ever feel like giving them away, just let me know! Excellent looking lowpoly stuff. 
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40
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Developer / Design / Re: So what are you working on?
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on: September 03, 2008, 05:00:33 AM
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I made an example of physics-based walking that uses my animation system:  It's a bit crude but it's approaching something that could be used in my game. Animations control the rotation of the box that the feet are attached to, the feet being IK handles that control the animation of the legs. The walking animations are played when the appropriate keys are pressed. Hey that's a very neat trick!! Mind if I borrow this approach for my own projects? 
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