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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 04:09:34 PM

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21  Community / DevLogs / Re: I Feel No Pain - full contact golf on: September 01, 2009, 12:48:33 PM
This sounds like fun, and the screens are cool too.  I dig the color and shade pallet.  Three cheers for the Game Boy! Grin Grin Grin
22  Community / DevLogs / Re: Delicious Wonderbros! on: August 31, 2009, 06:43:51 PM
Sweet-looking screens man.  You'll be hearing from me tomorrow.
23  Community / DevLogs / Re: Scenic Route on: August 31, 2009, 06:41:33 PM
I really like the stick-like, sketch-like nature of that last screenshot.
24  Developer / Audio / Re: What do you use to make music? on: August 31, 2009, 05:08:24 PM
I use LSDJ on Gameboys, and lots of it!  I actually have a setup that lets me sync many at once, using special USB cartridges made by BleepBloop and a sync box made by Delfy Creations.

I think I might like to learn Nanoloop 2 for GBA, and Pxtone seems like a good tool to take up too.  But I haven't really used either yet besides the slightest of tinkering.
25  Community / DevLogs / Re: Gentlemen in the sky on: August 30, 2009, 04:59:23 PM
That, is a first-class story. You've got me chuckling. :D
26  Developer / Playtesting / Re: Jables Adventure Demo 1 on: August 28, 2009, 09:10:52 PM
About the parallax: It gets a little funky when I am climbing up hills at the end of the first main area.  If I'm standing in one of those dips and move left to jump out of it and onto the ledge, it seems as though the background anticipates my movement and moves just slightly before I do.  Same for if I'm changing directions as I walk.  I like how the different background elements scroll in different ways as I climb the giant hill at the end of the second main area.  The clouds should get some parallax!

I'm not sure if it was the engine or my computer, but whenever you changed rooms there would be a significant time lag that sometimes hung for up to a minute.
Seconded.  This stood out to me as the worst aspect of the demo, and sometimes made me wonder if the game had frozen.

A small glitch I noticed immediately after I got the gun: one frame of the gun blast animation stayed onscreen once when I shot down while jumping.

I think the mayor's office should include some office props, like a desk, plaque, etc.  The building interiors all look the same.  Jables should probably have a "hurt" animation before you finish the game, too, as should the enemies, so you know your shots have done some damage.

I was disappointed that I couldn't talk to the keyboard cat.  The squid in the cave by the spike-pit didn't say anything to me, either.

Love the bits of humor, like the squid's useless advice about jumping, and Jables muttering about how he couldn't buy anything. 

Cool tunes, especially the cave theme.  I got a little bit tired of the main village exploration theme.

Ho-ly crap, the hills have eyes!  THAT freaked me out there.   Grin Nice.  Er...will that become important to the game?  Because that is very, very memorable.

You guys are off to a promising start with this.  Good luck!
27  Community / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: August 28, 2009, 06:20:01 PM
Thanks for posting that video, Echo.  I'm cracking up at how strange it all is--the surreal sprites and background, the frantic pace and pressure of the game, and the unbelievably laid-back nature of of the music.  I'll have to try to play it on a different computer sometime.
28  Community / DevLogs / Re: Jables' Adventure on: August 27, 2009, 05:42:41 PM
oh boy!
29  Community / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: August 27, 2009, 12:26:04 PM
Aw crap, I don't have a graphics card with pixel shader or vertex shader!  Can you post a gameplay vid, Echo?
30  Community / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: August 26, 2009, 08:34:58 AM
I'm still waiting to see how everything got implemented in EchoP and Theo's game, but I like how my other team's game turned out.  I think the "completely blind" aspect of this collaboration was a fun and exciting way to do it.

Strong, tmth, I'm on board for making music for menus, etc.  Let's do it!
31  Community / DevLogs / Re: Reignfall - Devlog on: August 26, 2009, 08:27:08 AM
I seem to find that my low saturation colours have a habit of causing key objects to fade away into the background.
That can be a problem, whereas if objects in the foreground are brighter or more saturated, they can be read more easily by the player.  Clarity does a great service to the gamer.
32  Community / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: August 25, 2009, 09:34:20 AM
No, it's something different.  After the switch-timer finishes, the controls freeze such that the player can't move or fire, and the player finishes the turn without having affected the game objects in any way.  Then control reverts to the other player, but he can't move either, even after the switch timer finishes.  The game can't be finished then because control never returns to the players.

I was playing this with my brother and we were both really enjoying it (me a little bit less because I had bad strategy), but we encountered this problem several times.  I think it was generally when the control was switching back to Team Sweets somewhere in the middle of what would have been a full game.
33  Community / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: August 25, 2009, 05:59:24 AM
I love seeing my music integrated in this!  One thing, though, Strong: fairly often, right after switching control to a different player (I think to the Sweets team), it seems like the controls freeze.  Any chance you could fix the bug?
34  Community / DevLogs / Re: Azure Lands - An action adventure game. on: August 24, 2009, 03:02:55 PM
Hm...I kind of liked the spikier bangs from the first icon.  The rest of her head seems to be shaded more smoothly though, and that's nice.
35  Community / DevLogs / Re: Delicious Wonderbros! on: August 23, 2009, 05:41:12 PM
I love the name.
36  Community / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: August 23, 2009, 02:40:57 PM
Links sent!
37  Community / Creative / Re: Blind Collaboration Experiment [Development Starting!] on: August 23, 2009, 12:37:40 PM
Guess we'll have to wait for malec to tell us what to do.

I think all the musicians ended up doing two songs except Glyph...which means there's a surplus!

Actually, I really hope my two tunes go into two different games, because they're pretty different.  But whatever.
38  Community / Creative / Re: Blind Collaboration Experiment [Development Starting!] on: August 23, 2009, 12:05:35 PM
So malec2b, who are these ka-raaazy teams?
39  Community / Creative / Re: Blind Collaboration Experiment [Development Starting!] on: August 22, 2009, 06:08:36 PM
Whee!  I've got two songs in hand and I'm excited for tomorrow!
40  Community / DevLogs / Re: Jables' Adventure on: August 22, 2009, 06:50:32 AM
If you've got it to the point where it can present a realistic portrait of itself, there's no reason not to...unless you're the type of person who likes to keep everything a surprise until it's all done.  But again, in that case there's not much of a way to get in-process feedback.

If you want to, go for it!  I'd play it.
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