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201
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Player / General / Re: I need eight names!
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on: June 28, 2010, 12:20:41 PM
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Ok! they're in. Thanks again, everyone. Flopsy, Khan-O, Licorice, Balthazar, Oswald, Shai-Hulud, Mijji, and Goldblum. Only five rabbits are actually in the game. I need to build rooms and write monologues for the remaining three. I posted a build over at the devlog; it's pretty much the entire game, minus the three aforementioned rabbits and the 100% ending. :SHILL:
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202
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Player / General / Re: I need eight names!
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on: June 27, 2010, 09:15:23 AM
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So much to choose from! Thanks everyone. @Destral: The game is mostly finished; I'm working on putting in the last psychic computer that tells you the status of each of the rabbits in the game. Hence, need names.
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203
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Player / General / Re: I need eight names!
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on: June 26, 2010, 09:31:13 PM
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Thanks everyone! I got distracted tonight and worked on a "GOOD JOB YOU 100%ed" bonus; how about if I alter my initial question and say,
What would you name your pet rabbit?
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204
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Player / General / Re: I need eight names!
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on: June 26, 2010, 08:22:51 PM
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Hangedman, those are delightful Fancy Gentleman names, so thank you! I am drawn to contrast in this instance, so I do not need any more Fancy Gentleman names. These are supposed to be the spirits of deceased pets, so weird pet names: appropriate!
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205
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Player / General / I need eight names!
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on: June 26, 2010, 07:56:07 PM
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I am trying to name eight rabbits that, when rescued, will seal the plane of existence you are currently traveling in and allow for movement in the astral plane. This is for a game I am working on.
I've named my bosses Fancy Gentleman names: Theodore, Rupert, Archibald, Geoffrey, Gregory, and Charles.
Name suggestions?
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206
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Player / Games / Re: VVVVVV by Terry Cavanagh (Mac/PC/Linux)
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on: March 07, 2010, 01:33:46 PM
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Curse you, moi. Every time someone links to TV Tropes, I lose another hour of my life.
I'm enjoying VVVVVV in small doses, so that it doesn't tempt me into into trying for Doing Things the Hard Way. That said, the pass/fail of VVVVVV is why I enjoy it. I play a lot of "lots of options" games, and I enjoy them a lot, but VVVVVV is nice for a change. It has a specific demand. When I meet it, it plays nice sounds and colors and everyone smiles. It's like Mega Man.
That, and I die so often it provokes the thought that if I was playing with a friend we could easily be trading the controller back and forth, laughing at each other, and spilling beer on the couch.
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207
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Community / DevLogs / Mulder's Totally Bogus (Rabbit) Journey [post assemblee]
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on: March 06, 2010, 02:39:21 AM
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Hello! I started working on this game for Assemblee and thought it was time for a proper devlog, as I can't seem to leave it alone. Mulder's Totally Bogus (Rabbit) Journey is a small Zeldalike starring my recently departed pet rabbit, Mulder. Help him travel through the bewildering wilds of the rabbit afterlife, rescue other lost rabbits, and eventually repair a psychic computer that will help him contact his special one, Scully. Obviously, I owe a bit of a debt to Metal Gear Solid as well. Link to the Assemblee thread may be found here. MOST RECENT VERSIONLatest changes: - all rabbits are in - 100% ending is now possible - two MORE new songs - added a lot of food to make the game less unfair - general balance tweaking throughout - changed the breakable walls sprite to make them easier to find
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209
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Player / General / Re: I just saw Matrix for the first time in my life.
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on: February 21, 2010, 06:26:19 PM
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It's the best thing in the world when you see/play something awesome having not even heard of it before.  I will totally second that. My brother and I saw the Matrix with our uncle who we hardly knew at the time, at his behest. We knew nothing about it. It was the coolest. And we all had something to talk about afterward. I prefer to have that event in my mind as what the Matrix means to me, rather than the inevitable disappointment the sequels brought me. It is impossible for me to separate the first movie from the person I was then; it's irrelevant to me how I might feel about it if I watched it for the first time now.
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211
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Player / Games / Re: A new forum?
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on: February 21, 2010, 01:40:12 PM
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I'm excited about this. I love coming here and will continue to do so, but it can be pretty chaotic. Even if there was a way to technically split the forums up, just knowing that there's a huge amorphous blob of awesome distraction out there makes my OCD manifest something fierce. I effectively split the forums up by favorite-ing the different child boards, and it still makes me a little crazars.
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212
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Community / Assemblee: Part 2 / Re: Mulder's Totally Bogus (Rabbit) Journey [finished]
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on: January 31, 2010, 12:44:32 PM
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Thanks Pishtaco! I am excited to say, I've almost finished with the next build, which adds a few more levels and improves the monster pathfinding a bit. There's also an extended underground dungeon, and the first of the psychic computers.
Maybe I'll put a few labels on the hay and cranberries at the beginning of the game to make a kind of "this is what this stuff is" framing level. Since most people seem to be getting by without the dash, I should start making more levels that exploit it. What do you guys think about Mulder being invincible while he's dashing? Cranberries would be a limited use "bypass this puzzle" item, then.
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213
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Player / Games / Re: VVVVVV by Terry Cavanagh (Mac/PC/Linux)
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on: January 30, 2010, 01:56:00 PM
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I finally got around to playing the demo today, and I haven't enjoyed a videogame as much in quite a long time.
This game is really satisfying for me to play, probably because the distance between checkpoints pushes me, but still feels attainable. The individual screen names make reaching each screen a little reward in itself. VVVVVV has some of the best "YOU BEAT THE LEVEL GOOD JOB" fanfare that I have encountered.
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215
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Community / Assemblee: Part 2 / Re: Mulder's Totally Bogus (Rabbit) Journey [finished]
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on: January 27, 2010, 11:53:05 AM
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Thanks for the feedback, Oddball. I agree that since the game makes very little effort to explain itself, certain elements feel nonsensical. The hay pills are actually timothy hay pellets, but I didn't want Mulder to shout "timothy hay pellets!" every time he was hungry. I should probably clarify that in the guide, because it reflects a predilection real-life Mulder had while he was alive.
Similarly, cranberries make him run so fast that he produces a ninja rabbit ghost. Gameplay-wise, this is supposed to represent the bewildering movement of a rabbit in flight. If it helps, just think of it as a Shinobi-type thing.
I agree that the spikes are hard to see. I've made them all black in the build I'm working on now, which seems to help. I didn't know a good way to do it at runtime for the competition.
There are other bunnies, but they are hidden in caves. I designed the game to be playable after completion, and later levels make prominent use of the kind of walls that can be dug out to reveal secrets. The idea is that the player notices them and then looks for them when they go back through the game again.
Thanks again for playing; the feedback is very helpful. I'm working on a build right now with the first "dungeon" in it, and some tougher screens. Food matters more now, too, so stocking up before adventuring underground is a must. So everyone, stay tuned?
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219
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Player / General / Re: Dante's Inferno
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on: January 26, 2010, 07:59:21 AM
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@Mobius: what is that? Blake adaptations can go wrong in a number of ghastly ways (see: Ginsberg, the Doors), and I'm curious.
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