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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

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81  Community / DevLogs / Re: Delver on: September 08, 2012, 09:26:52 AM
Augh! and then on the next level the same potion type was a full restore!
What is going on here?!
It is suposed to be a randome potion effect, but I am with you.  I don't think it should be a randome effect.
That is odd. It shouldn't be changing effects in the same game. That sounds like a bug.

(If you mean that all the potions should have set effects, though, you're kidding yourself; that's not how roguelikes work.)
82  Community / DevLogs / Re: MiniFlake *Now Part of the IndieRoyale Getaway Bundle* on: September 07, 2012, 10:38:51 PM
Perspective rendering is go!

it looks like you took a photo of your phone

which honestly sounds like it'd be pretty sweet in motion
83  Player / Games / Re: Homestuck Adventure Game on: September 07, 2012, 05:07:02 PM
I still can't figure out where the "point-and-click" thing is coming from.  Previous games were more of a Zelda-adventure (or RPG-ish, even) format.  Sburb itself is more of a Zelda-type game as well, with the server player controlling an interface more like The Sims than what we'd call a "point-and-click adventure game".

This is Homestuck, though. Not Sburb, and none of his other comics. Homestuck takes the format of a text-adventure style game; it's pretty much an established fact about it as a series. Granted, I should be calling it a text adventure and not a point-and-click, but still. It only follows that this game is going to take that format. Unless it's going to be something ridiculous like a platformer, which I'm honestly not ruling out.

Quote
Also have no idea how asking for $700,000, which his fans were clearly ready to give him, so he could make a kickass video game is somehow disrespectful.

Because it's extravagant. At best, he's completely inept as to what it costs--and what it /can/ cost, given some elbow grease and a little extra dev time--to make a game. More likely than that, he's taking advantage of his fans. And that is wrong.

Quote
I hope it has some of the Sburb mechanics.  I thought the cooperative chain of server/client players was inspired, and if he can squeeze in some of that feeling, I would be so happy.

If only this project was based on Sburb and not Homestuck. the whole server-client coop circle is pretty cool, I will admit.

Edit: http://www.kickstarter.com/projects/14293468/homestuck-adventure-game/posts
Linux support at two hundred grand past the mark.

And then there's these guys.
http://www.kickstarter.com/projects/14293468/homestuck-adventure-game/comments

This is a scam.
84  Player / Games / Re: Homestuck Adventure Game on: September 07, 2012, 04:37:30 PM
Money is a perfectly acceptable substitute for creative talent and technical skill when it comes to game development. If your game doesn't cost  Hand Money Left Hand Money Right Hand Money Left, then it's not a real game and you aren't a real game developer.

Maybe Hussie really did think $700,000 is a reasonable price for a point-and-click adventure game, being developed for the PC. I mean, it's feasible, knowing him. Anyway, he's the creator, and he wants to get paid, so he can ask what he wants of his fans. I mean, it's not like treating your fanbase--and anyone who might play your game--with respect is going to make you money any faster.

Also, I'm capitalising the phrase 'actual developers' to distinguish them from you people. Indie games aren't real games.

fuck you, Bobby Kotick
85  Community / DevLogs / Re: Delver on: September 07, 2012, 04:20:02 PM
i think we need Weapon specific Reticules

first
https://www.google.com/search?q=reticule&tbs=dfn:1
second
why is that a good idea
third
is that really important when the game is barely into the beta stage of development
86  Community / DevLogs / Re: Delver on: September 07, 2012, 03:43:27 PM
Putting puzzles beyond 'find the key or button to open this door' is hard in a roguelike because unlike a static world like Legend of Grimrock, you're dying often enough and starting over so many times that you'll probably end up seeing the same puzzle so many times that it's not fun anymore.

I think the best part of an rpg usually isn't the puzzles but having to make interesting choices. I'd like to add more stuff to the levels that makes the player choose, like:

"I found a tomb, do I rob it and risk releasing a nasty ghost?"
"This treasure room seems way too enticing - it's probably a trap isn't it?"
"Do I steal from the shopkeeper and piss him off?"
"I found an altar - do I bug a god for help or would that piss them off?"
"Awesome! An enchanting station! What item do I improve, or maybe I should wait"

That's more what I was thinking of; I just couldn't think of a way to say it.

Anyway, awesome.
87  Community / DevLogs / Re: Soldier Of - 3D GBC-Styled Zelda-like - 8/15/12 Devlog Video on: September 07, 2012, 03:14:13 PM
Holy shit.
If that thing doesn't one shot you it'll feel weird.

I was kind of thinking the same.
88  Community / DevLogs / Re: Delver on: September 07, 2012, 03:10:04 PM
First of all:

Messing around with some dungeon generator improvements today

[snip]

Hot.

I was wondering: Do you have any plans for incorporating some sort of puzzles into the dungeons? It seems like a natural fit for a game like this.
89  Player / Games / Re: Homestuck Adventure Game on: September 07, 2012, 02:59:42 PM
so you're saying you're mad at him asking money for more of something he has given you for free

hitler!
no, i'm mad at him for wanting seven hundred thousand dollars to make a game

What?

Games often cost way more than that!

Point-and-click adventures for the PC don't. Also, this is TIGsource, we've all seen some gems that were made on a budget of nada.
90  Player / Games / Re: The most ambitious Skyrim mod I've seen, and then some on: September 07, 2012, 02:55:35 PM
Nonono, the game and the mod are two separate (but related) projects. I guess I should have made that more clear.
91  Player / Games / The most ambitious Skyrim mod I've seen, and then some on: September 07, 2012, 02:12:52 PM
http://www.kickstarter.com/projects/anebriate/tales-of-the-drunken-paladin-skyrim
I've been following this one for a little while. It's down to its last week, but it seems like it hasn't even recieved a mention here yet. Which is a shame, because the guy behind it is pretty cool, and his own game is just incredible.

The dev's made a post about that project (EDIT: 'that project' meaning his own game) here before, evidently:
http://forums.tigsource.com/index.php?topic=13249.0
The thread's two years old, but it's a fair enough descriptor. It's an RPG Maker game, and all the standard criticisms apply--graphics and audio are completely made by other people (though to be fair, it's not like he's denying that), RPG Maker games are clunky, so on and so on. But under all of that, the writing is hilarious and the story is excellent, and that at least deserves a toast.
92  Player / Games / Re: Homestuck Adventure Game on: September 05, 2012, 01:58:47 PM
I dunno, maybe this game will be pretty sweet. I mean, with the Hand Money Left they're rolling in, it better be.
93  Community / DevLogs / Re: Delver on: September 04, 2012, 01:23:35 PM
Not bad, but it's slow pace probably loses people right away. What I've been thinking of doing for a teaser trailer is taking video from a whole run, and putting the most exciting moments into a fast cut 30 second trailer to appeal to the people that have really short attention spans Smiley

Haven't been able to capture video at high enough quality to use for it yet though, I've been using Quicktime so far which is really only good up to 480p. Probably will end up buying something like Screenflow to use instead.

Thanks a lot for the feedback. I'm not sure if it's of any use to you, since you're using a Mac, but Fraps worked pretty okay for capturing footage. the raw AVIs I get are a bit bigger than the resolution I uploaded to Youtube (and there's no letterbox on them).
94  Community / DevLogs / Re: Delver on: September 03, 2012, 09:10:11 PM
I am gonna begin a mod

Do yourself a favor and wait until the game is close to finished.
95  Community / DevLogs / Re: Delver on: September 03, 2012, 05:07:28 PM
It's not terrible, and the music fits it well, but fix the grammar mistakes and make it less boring and it'd be great!

Noted. And thanks.

Use a mouse smoothener to make the gameplay more cinematic

I don't really understand what you mean.

And I get the feeling I should. D:
96  Community / DevLogs / Re: Delver on: September 03, 2012, 02:17:06 PM
I don't know how to embed videos here, but. I made a trailer for the Greenlight page. It's not the world's greatest, but I figured it couldn't hurt. Even if you don't want to use it, let me know what you think.



97  Community / DevLogs / Re: Some DF-looking Minecrafty Thing on: September 02, 2012, 08:37:18 PM
Added sand and started experimenting with shore foam.

And the world was made more beautiful for it.

I really want to see all of this in motion.
98  Community / DevLogs / Re: Pivot - Zelda meets Super Mario Galaxy meets Minecraft? on: September 02, 2012, 07:38:05 PM
I think it feels (and looks) much better than having static pivot points.

And you are absolutely right.
99  Community / DevLogs / Re: Environmental Station Alpha [trailer up!] on: September 02, 2012, 07:22:32 PM
Robot guy's about to fall on spikes.
100  Community / DevLogs / Re: Some DF-looking Minecrafty Thing on: September 02, 2012, 07:06:24 PM
I really loved the 'mossy' shader. You should reuse it for muddy areas. Maybe tiles that once had water over them, or water bits but only below a certain depth threshold.

Pretty much this.

See? I'm not the only one.
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