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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 07:08:40 AM

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61  Community / DevLogs / Re: Weapons of Mass Blockstruction on: June 05, 2013, 12:24:16 PM
Added in an event system to the thing that randomly picks which block to use.  This lets me do a bunch of cool things like make bombs come in when you get up to a certain score to reward you, or maybe placing viruses to punish you when you do something wrong.
62  Community / DevLogs / Re: Weapons of Mass Blockstruction on: June 03, 2013, 12:31:48 PM
Antivirus bombs explode when they hit viruses (just like real antiviral medicine).  They help you try and fight off the virus, because I thought the virus was a bit too strong.  I thought antivirus bombs might make virus trivial, but they don't, one a virus has spread too much there there isn't much that can stop it.  Antivirus bombs really only slow down the virus, or stop it before it spreads.
63  Community / DevLogs / Re: Weapons of Mass Blockstruction on: June 02, 2013, 08:25:45 AM
Made virus blocks.  They spread to all coloured blocks beside them once every 30 seconds.  They're pretty bad for you because they turn blocks that are usually easy to get rid if into blocks that need to be blown up.  The best thing to do would be to keep them separate from everything else.
64  Community / DevLogs / Re: Weapons of Mass Blockstruction on: June 01, 2013, 11:37:56 AM
I added in something that tells you the number of blocks you've destroyed, which functions as your score.  Also made a thing that shows what the next set of blocks you're going to get is.


Just a thought - maybe explosives could be based on some kind of chain reactions, like destroying all connected blocks of the same color? It might add more dynamics to block destruction.
Sounds like a good idea, I'll try and think of a way to make them chain but not be too overpowered.  I don't want to make them only destroy blocks that are the same colour, because one of their main purposes is to destroy the stone blocks that don't get destroyed from anything else yet.
65  Developer / Art / Re: "Real" Pixel Art Game on: June 01, 2013, 06:37:10 AM
Here's my entry:



1 is a power of two.
Best entry of all time.  You get to choose the next rules.
66  Community / DevLogs / Re: Weapons of Mass Blockstruction on: May 31, 2013, 01:08:54 PM
I made a

showing off the spikes and different types of explosives.  I also added in a proper system that chooses the blocks based on their rarity so some blocks, like bombs and nukes, are much rarer than other types.  This obviously isn't shown in the video because if it was you wouldn't see many bombs and it would be boring.
67  Community / DevLogs / Re: Weapons of Mass Blockstruction on: May 30, 2013, 05:20:59 PM
I put nukes in the game.  They are really strong(obviously), they take out the whole column and row of blocks where they land.  Nukes will either be extremely rare, or only come after you do something special, like maybe matching a certain number of blocks.
68  Community / DevLogs / Re: Chroma on: May 30, 2013, 11:11:11 AM
Good luck for Indiecade, it sounded and looked great in the video.
69  Developer / Art / Re: "Real" Pixel Art Game on: May 29, 2013, 05:37:32 PM
Oh, I guess I was confused because the other two were actual commonplace restrictions.

The rules are arbitrary and just for the game, I'll make it clearer in the OP.
70  Developer / Art / "Real" Pixel Art GAME on: May 29, 2013, 04:10:49 PM
Since there is always people arguing about what is and isn't pixel art, why not make a game about it?  Or a game about crazy restrictions at least.  This thread is a game and not actually  about pixel art rules.

Game's Rules: Draw some pixel art that matches all the rules the previous person made, and then write your own ridiculous rules for the game about what real pixel art is.  Make the rules crazy and restrictive.  The next person has to draw art according to your rules.

Here are some rules for the first round of the game to get this started:
1. Real pixel artists only use a number of colours that is also a power of 2
2. Real pixel artists only shift the hue and saturation on their colours, not the value
3. Real pixel artists only use canvases that have dimensions that are a power of 2
71  Community / DevLogs / Re: Weapons of Mass Blockstruction on: May 29, 2013, 12:53:40 PM
I added bombs!  There are three different colours of bombs: red, green and blue.  The bombs don't do anything when they are by themselves, but when they are beside a bomb that is the same colour they will explode.  The explosion will destroy all types of blocks and each bomb will make a 3 by 3 explosion around it.  It may seem a bit overpowed, but bombs will be rare so they don't get overused, but strong enough that people who leave them open will be rewarded.



Looks like it plays smooth so far. You've got blocks that don't disappear right now, I'm assuming the spikes (or some other special block) gets rid of those. Keep up the good work! Grin

Spikes get crushed by the stone blocks, so the only way to break them now is with bombs.  There will be other ways though.
72  Community / DevLogs / Re: Weapons of Mass Blockstruction on: May 28, 2013, 12:04:59 PM
Only added spikes today.  They destroy some blocks that fall on top of them, but other blocks break the spikes without getting damaged.  Here is what the spikes look like:

Pixel 30Pixel 30Pixel 30Pixel 30Pixel 30Pixel 30Pixel 30Pixel 30Pixel 30
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73  Community / DevLogs / Re: Weapons of Mass Blockstruction on: May 27, 2013, 04:43:10 PM
I made a

of everything I've done so far, just cause.  It's basically block matching and pistons for 3 minutes. 
74  Community / DevLogs / Re: Weapons of Mass Blockstruction on: May 27, 2013, 12:58:11 PM
For the few days I've mostly been doing bug fixes on the the block matching system, and not much else.  I wanted to make the game perfectly glitch free before I started to add new things.  There are still some glitches, though not nearly as many as a few days ago, but I feel like I'm never going get anything done if I wait until everything is perfect, so I'm going to start adding new stuff now, I can always fix the glitches later.  I hope I don't regret this later.
75  Developer / Art / Re: Tigworld v3.0 on: May 26, 2013, 07:57:25 AM
It's cool to see the whole process, I'm glad we finished it!
76  Developer / Art / Re: Tigworld v3.0 on: May 25, 2013, 08:16:46 PM
H7

One left, can't wait to see it finished.
77  Community / DevLogs / Re: Weapons of Mass Blockstruction on: May 25, 2013, 04:29:40 PM
Added in a button that speeds up the block dropping, it makes the game play much faster and much less boring at the start.  Also more bugs are fixes of course.

Sorry for the two posts a few minutes apart, I wanted to edit the last post to add this on but I accidentally added in a new post... Shrug
78  Community / DevLogs / Re: Weapons of Mass Blockstruction on: May 25, 2013, 04:02:58 PM
I added in a kind of anti-Tetris mechanic. Filling in the whole bottom row is bad.  It will make the bottom row get destroyed, but it will be replaced by an unbreakable screw/piston thing that will rise from the floor.  You won't even get score for the row that gets destroyed. I'm hoping this will make the player not only avoid expanding their tower up, but also out.  I also fixed a bunch more bugs with colour matching and block placing

A screenshot with those screw/piston things.  They are taking up half the screen, but I don't think that they will be able to get that high without the player dying in game.
79  Community / DevLogs / Re: Echoes of the Wilds on: May 25, 2013, 09:15:45 AM
Looks good from the pictures and the concept seems cool.  I always like wilderness survival games. There is a bunch of interesting stuff in that huge list, plus I think doing a list like that is a good idea.
80  Community / DevLogs / Re: Screenshot Saturday on: May 25, 2013, 07:47:44 AM
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