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Community / DevLogs / Re: Hungry Forest (tiny RTS)
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on: December 02, 2011, 04:57:52 PM
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Thanks for playing, everyone! I want to keep the unit list very small to keep balance and redundancy issues to a minimum, but I love all these tiny animals. I'm excited to add the forest god to the mix, which is my next milestone for the game (otherwise I could tweak the human behavior forever). I took a break from this for awhile to work on my entry for the EDITOR pageant; after report cards are done, I'll be working in earnest.
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25
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Community / DevLogs / Re: Hungry Forest (tiny RTS)
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on: November 15, 2011, 08:39:58 PM
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Thanks for looking, everyone! Today I worked a bit on the King's AI (added a routine for finding a new building spot for his secret research lab) and sprited the three manifestations of the forest god:  (shown 4x) The manifestations are a smartbomb of sorts; once a grove is of a certain size, it can be converted to a shrine to the forest god. Depending on the type of tile at the center of the shrine (forest, cave, marsh), a different manifestation is chosen. The manifestation uses mana until there isn't any left, and then dies spectacularly. The forest manifestation will produce a new grove; the animal manifestation will curse the spot where it dies (causing humans to fight each other); the mushroom manifestation will infect all surrounding humans, making them carry spores back to their town (which produce more marshes). Next: implementation.
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27
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Community / DevLogs / Hungry Forest (tiny RTS)
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on: November 13, 2011, 09:43:00 PM
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WHAT:A small realtime strategy game about balancing the growth of a forest as it attempts to remove humans from the world. Originally started for the Super Friendship Club JUSTICE pageant. The player will control the forest by deciding what to develop next: trees, caves, or marshes. Trees allow for more mana and have some static defense (tree sprites). They also allow for a temporary manifestation as the forest god. Caves come with animals, which are more dangerous to humans, but also not as reliable (the herbivores graze and hibernate, and the carnivores eat the herbivores / each other if no humans are around). Marshes grow fungi which attract, repel, or infect humans (by implanting spores which erupt when they go back to their houses). Right now the trees are mostly done, along with the basic human behaviors and the level generation. There are baby herbivores, who eventually disappear when they hibernate. There is a win / loss condition. To do: - the human king, and his upgrades - human hunters - human zealots - mountains - adult herbivores / animal attacks - carnivores - mushrooms - the forest god Along with: - the story screen - the high scores screen - win / loss screens - "panic" mode (endless? we'll see)
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28
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Community / DevLogs / Re: LIFE/DEATH/ISLAND
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on: November 10, 2011, 06:26:24 AM
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Created a Trait system for when you level up, brainstormed 96 traits and implemented 55 of them  I am always amazed at the rate at which you conceive and give birth to things. You are like a super creativity snail, if snails were fast.
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30
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Community / DevLogs / Re: SHOOT THE BUTTS (FINISHED!)
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on: November 01, 2011, 05:31:14 PM
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@DGH94: The 5 scores are the high scores for the machine you are playing; I haven't figured out online scores yet. That is a good score!
@King Hadas: Happy Halloween!
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32
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Hidden / Unpaid Work / Help port Magic Planet Snack to OSX?
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on: November 01, 2011, 05:22:45 AM
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Hey everyone. I'm looking for people who have experience with Game Maker for Mac to help me port Magic Planet Snack to OSX. I'm also looking for help porting Together Fight, Mulder's Bogus Journey, and Max and Kyle House of Style.
The code is in various states of messy and awful; the games are all GM7, and use supersound.dll and ultracrypt.dll. Let me know! If you enjoy pain?
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33
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Developer / Art / Re: show us some of your pixel work
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on: November 01, 2011, 05:14:09 AM
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this chick threatened to touch my butthole if i did not make this for her
You know you like it. Either way awesome sprites but what's up with the first chicks' feet. Bird feet! Ca caw!
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34
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Community / Townhall / Re: SHOOT THE BUTTS
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on: October 31, 2011, 07:58:35 PM
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@Noah: I am delighted that you have apparently undertaken what is sure to be the only close reading of my game. I wish to reassert my sincerity at this point.
@PompiPompi: You are correct. If no one finds the other(s), I may need to put more clues in the GIGABUTT ending.
@Andrew: You, have the, effect: my heart is glad.
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35
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Community / DevLogs / Re: Escalated STRANGE
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on: October 31, 2011, 07:56:10 PM
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The name: Escalated Strange  This reminds me of Fatal Frame, for some reason. Maybe the blurry times with the character in the background. Which is to say, I am enticed.
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36
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Community / DevLogs / Re: moonman
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on: October 31, 2011, 07:52:47 PM
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I don't know how I missed this! This looks positively delightful.
Facial expressions + swagger walk + weapons! Joy!
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37
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Community / DevLogs / Re: SHOOT THE BUTTS (FINISHED!)
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on: October 31, 2011, 07:50:49 PM
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Thanks for playing, everyone!
@xoorath: It's not just dumb, it's mega dumb.
@sabajt: I didn't want the jetpack to just be an extension of how you move; I wanted it to feel kind of clunky and mechanical. I love the feeling in Thrustburst (and before that, Mechwarrior 2 / Virtual On / any decent mech game) of fighting with a machine to make it do what you want, and eventually mastering it. Of course, my controls aren't nearly as good as Thrustburst's, because I'm not nearly as good at math. Maybe someday.
After all, BUTT FOREST is just as much an adversary as GIGA BUTT.
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39
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Community / Creative / Re: Today I created...
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on: October 30, 2011, 08:02:41 PM
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Started working on this, but then stopped...and I don't think I'll start again. So consider it done! (i don't know if it's me, but i find chiptune to be exhausting to make. like, you have to work at a really micro level in order to even have a chance of breaking past mediocrity, and i just absolutely hate working at that level) I just heard this and I love it. But I hear what you're saying about making chiptune; most stuff I make (in nanoloop, or LSDJ) ends up being really short, just because it's so exhausting to work within such strict limitations.
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