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1411125 Posts in 69302 Topics- by 58375 Members - Latest Member: Essential34Games

March 13, 2024, 10:46:28 AM

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21  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: June 10, 2016, 07:19:46 AM
22  Community / DevLogs / Re: Kerfuffle on: June 10, 2016, 07:18:16 AM
23  Community / DevLogs / Re: SCREENSHOTS on: June 10, 2016, 07:17:42 AM
24  Community / DevLogs / Re: Kerfuffle on: May 24, 2016, 05:04:25 AM
He's earned the right tbh

and. im not wrong. 99% of this board is... a porcelain poop catcher.
25  Community / DevLogs / Re: Kerfuffle on: May 23, 2016, 12:30:04 PM
but you did it for me so i dont have to!
26  Community / DevLogs / Re: Kerfuffle on: May 23, 2016, 05:43:32 AM
i dont update this thread as often as i should, so i highly recommend following the game at either blog.kerfuffle.io or twitter.com/kerfuffle_game
27  Community / DevLogs / Re: Kerfuffle on: May 23, 2016, 04:58:54 AM
Sign up page isn't working for me even in different browsers with extensions disabled.
So you're doing networking? I apologise for not reading all 37 pages.. please read this for some quick notes & links on online networking for games:

https://forums.tigsource.com/index.php?topic=42922.msg1242434#msg1242434

we've already got online in the game and working, but thank you!
28  Community / DevLogs / Re: Kerfuffle on: May 22, 2016, 10:39:19 AM
29  Community / DevLogs / Re: Kerfuffle on: May 21, 2016, 02:16:15 PM
sweet jesus
30  Community / DevLogs / Re: Kerfuffle on: May 21, 2016, 12:47:17 PM
finally recorded that QA video



31  Player / Games / Re: Dark Souls and Bloodborne on: May 20, 2016, 05:36:51 AM


somebody update this with Gundyr
32  Community / DevLogs / Re: Kerfuffle on: May 09, 2016, 05:37:09 PM
sign up at www.kerfuffle.io
33  Community / DevLogs / Re: Kerfuffle on: May 09, 2016, 11:19:08 AM
Still Reeealy hoping that I made it into the beta thing that is definitely happening soon  Beg because this IS LOOKING RAD AS ALL HECK!

dont worry. youre getting in.
34  Developer / Art / Re: show us some of your pixel work on: May 09, 2016, 10:57:06 AM


a commission from a few weeks ago
this is really funny to me conceptually because i know so much about the person who commissioned it and all of it is embarrassing
what? a fursona? embarrassing? get outta town.
35  Player / Games / Re: Dark Souls and Bloodborne on: May 09, 2016, 08:51:07 AM
oh shit. sorry!
36  Player / Games / Re: Environmental Storytelling on: May 09, 2016, 07:34:38 AM
i feel like the skull toilet is describing Fallout 3 and 4 specifically. those games are dumpster fires of "environmental story telling", along with the rest of Bethesda's RPGs.

in the case of more recent titles, such as Dark Souls 3 and Hyper Light Drifter, we get a lot of "guys standing near dead things" and you're supposed to be like "wow dang it sure is brutal out here".

i believe that Dark Souls 1 does this better than most games. for example, havels gear is hidden behind a false wall in anor londo. near it is an occult weapon, which was used to defeat the gods (Gwyn). havel was supposed to be gwyns buddy. when the player finds havel, hes locked in a tower and has gone hollow. the description of the key to the tower suggests that it was his "cell" where he was placed by "a dear friend".

so from this you can guess that havel got real rude at some point, and gwyn locked his ass up for being a jerk.

compare this to dark souls 3 where havel is standing near a dead wyvern (not even a dragon come the fuck on) and its like wow this guy kills dragons what a toughy.
37  Player / Games / Re: Dark Souls and Bloodborne on: May 09, 2016, 07:23:12 AM
(seriously, I needed a chalice and an awesome self-beheading statue in order to access a ladder? My reaction, in sequence: a) I'm not impressed by anything that can be overcome by standing on a chair, and b) "Welcome to Lothric Castle, Ambassador, if you'll just follow me up the royal ladder...")

I think that's meant to be a back/side entrance to Lothric Castle.


Also also: Something something is very clearly wrong with the geology of Lothric. Standing at the Anor Londo cathedral and looking out, everything in DS1 should be down and to the left. But instead of the barrier wall separating Anor Londo from Lordran, there's a massive hole and an expanse of water, with a large anomalous landmass topped by Lothric Castle up and to the right. It seems to me like there may have been a pretty catastrophic explosion to move that amount of stone, possibly when the Kiln was last lit? I had my suspicions that it had something to do with the Profaned Flame, but that's supposed to have come from the sky, and only melted human flesh...

There's a few hints throughout the game that parts of the world as it currently is just suddenly appeared. There's also theories that the painted world of Ariamis leaked out and merged with Anor Londo creating Irithyll.

Why would that be the case when its clearly just that the artificial sun no longer exists, and Anor Londor/Irithyll is in a perpetual state of night? Hence the cold.
38  Player / Games / Re: Dark Souls and Bloodborne on: May 09, 2016, 07:13:03 AM
oooooh i just met yorshka for the first time. i can definitely see the irithyll/painted world connection now. yorshka is just an extremely interesting character in general. so many lore implications. i wonder if she's speaking figuratively or literally when she refers to gwyn as "father". also she definitely seems *not quite human* and possibly related to priscilla somehow. this is all very intriguing.

"not quite human"

what gave it away. was it her tail?
39  Community / DevLogs / Re: Kerfuffle on: May 09, 2016, 06:59:04 AM


Kerfuffle has undergone a lot of changes lately.

First things first. We have two new artists on the team. Midio (Rivals of Aether) and Bannon Rudis (River City Ransom Undergroud). They have started working on stage art and character animations respectively.

https://twitter.com/midio
https://twitter.com/BannonRudis

We also have new music. Here is the new main theme, and one of the stage themes.
https://www.dropbox.com/s/vox82h03yzvl3ao/Main%20Theme.wav?dl=0
https://www.dropbox.com/s/vkk64leb9m9xsso/Shelby%20Stage%20Theme.wav?dl=0

And here is some info on recent changes to the game.

Quote
Attacks and Damage:
Each character has a minimum of three attacks. Up, down, and side. Some characters have different attacks, or attack properties, depending on if they are in the air or on the ground. All characters have unique attack properties. Hitbox sizes, attack speeds, hit stun, angles, and counter properties varies from character to character.

Being hit deals 1 damage, regardless of the attack. This is also true for all hazards, and items. After being hit by a hazard, the player is flagged, and cannot continue to be hit by the same hazard unless they have returned to a neutral state.

All attacks are relatively fast, making reaction to attack start-up nearly impossible. Kerfuffle heavily rewards reading your opponent, and controlling the match with your superior Battle Mind.

Counter Hits:
If a player is hit while in the startup frames of their attack, they are counter hit, and put into hit stun for 10 additional frames. Some attacks have special properties on counter hit, such as floor/wall bounces, to allow for follow up hits.

Shield:
If a player successfully blocks an attack, the attacker is pushed away. This is used to create breathing room, and reset the game to neutral. Shield is always faster than an attack.

Just Defend:
When a player blocks an attack within a few frames of the shield being active, a Just Defend is executed. This stuns the attacker, and puts them into a float state. This makes follow up combos much more effective and reliable. Just Defends will deflect projectiles back at the attackers last known position when the projectile was blocked.

Hit Stun:
When the player is hit by an attack they are put into Hit Stun for x number of frames. The length of Hit Stun is determined by the attack the player was hit by, and whether or not it was a counter hit. There are two types of Hit Stun.

   Tumble:
   The player is knocked into the air. Can be rolled out of.

   Grounded:
   The player is knocked backward on the ground. Recovers naturally. Cannot roll out of. Player
   enters the tumble state if they leave the ground during this state. This happens if they are pushed
   off of a ledge.

Tech Rolls:
When Hit Stun has expired the player can Tech Roll to escape further hits. The player can Tech Roll left, right, or in place. The player is invincible during the Tech Roll, but is vulnerable at the end of left/right rolls.

Players must manually Tech Roll out of tumble. They will NOT stand up on their own.

Emergency Roll:
This is like a tech roll, but can be executed regardless of the remaining hit stun. If the player is in a tumble state, and they collide with the floor/wall/ceiling, they have a 5 frame window to execute an Emergency Roll. This is done by pressing the dash button, and a direction. The same as executing a normal Tech Roll.

Missing this tech window by either teching too early, or too late, locks the player out of all Tech Roll options until they have been hit again or recover normally.

On counter hit, the player is locked out of Emergency Rolls entirely.
40  Player / Games / Re: Arena Brawlers on: May 02, 2016, 05:53:02 AM
Kerfuffle
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