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83
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: November 29, 2010, 05:06:48 PM
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...One ...or Two?From competition, devlog here: LinkI kind of prefer two, it's a little more subdued. i think number one looks the best. it's simpler which fits the character more. See, that's the problem I have. I agree number one is simpler and fits the character more suitably, but I like the appearance of number two better, generally. It seems to 'fit' more. I dunno.
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87
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Community / DevLogs / Re: [Ghosts&Makers]Where's My Pickaxe?
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on: November 28, 2010, 01:59:14 PM
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Really? I thought the first one was better, I certainly spent more time on that one. Anyway, thanks, very nice of you to say. The style should be about the same, no? To answer your question, the idea is to have a couple of different settings, so this won't be replacing that first one, it'll just be another kind of 'world.' Here's a little update:  How embarrassing, my shading was...stupid. 
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89
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Community / DevLogs / Re: Fez
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on: November 27, 2010, 05:25:04 PM
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please make the release date sometime before December 2010... no worried there. i have neither patience nor attention span required to work on a game for this long. We only got like 4 days left. HOLY CRAP!
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93
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Community / Competitions / Re: The GHOSTS&MAKERS Compo [theme: GHOSTS, status: GO!]
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on: November 27, 2010, 10:24:58 AM
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Here's what I think so far: Draknek + KittenEater: Makers - Seems pretty natural looking with concept art and programming logs.
Sensenmann: Perhaps - not enough info to tell, really.
Allen: Seems like a ghost. Don't trust yet.
Dragonmaw + PleasingFungus: Not enough info to tell. I would guess ghost, but I am unsure why.
Parthon: Not sure - seems pretty legitimate though.
Dangerousday: Again, hard to tell.
JWG: Not a ghost - because if he was a ghost, then I would be sad because the game would not be made.
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94
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Community / Competitions / Re: The GHOSTS&MAKERS Compo [theme: GHOSTS, status: GO!]
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on: November 26, 2010, 05:28:44 PM
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Why could you not keep working on your builds and submit the latest one? I think that allows you to stay in if you are making an excellent game and get kicked out. I mean, stuff happens, and people get kicked.
Both ghosts and makers have (read: should have) experience with games anyway, and I don't think the main focus of the competition should be to avoid getting kicked. Obviously it should be a disadvantage to be kicked somehow (for example, you can't get points for voting ghosts off) but it shouldn't be a drastic loss. Ghosts that get kicked off obviously can't get points by not being voted for, but they should still keep their initial points so that if they were really good for like the first 3 weeks they still have a chance.
I dunno, just seems like it should be that way to me.
By the way, this is Poris, just changed my account name. Didn't think it would be so drastic.
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95
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Community / DevLogs / Re: [Ghosts&Makers]Where's My Pickaxe?
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on: November 26, 2010, 05:21:04 PM
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I have not thought about these things yet. I don't think temporary powerups are a good idea, but we'll see. You're referring to something like the super star in Mario, right?
I also am not sure of the role of enemies in the game yet. Most likely they will just take away health or ghost power (perhaps maybe both) so that it's harder to complete the level if you hit enemies (eventually becoming impossible).
I can see this becoming procedurally generated as well, because going through walls would allow the levels to be a lot more possible. We'll have to see.
I heard the story is coming along well from my partner but I haven't heard a line of it yet so I cannot affirm it.
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96
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Community / DevLogs / Re: [Ghosts&Makers]Where's My Pickaxe?
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on: November 26, 2010, 12:57:02 PM
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Also you have a certain amount of ghost power you can use to levitate, go through walls, or possess people. It might work. Something like that. You have to use your powers to get to the end of each level.
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99
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Community / DevLogs / Re: [Ghosts&Makers]Where's My Pickaxe?
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on: November 24, 2010, 04:26:35 PM
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Some more stuff...I didn't like the arms on the player, so that's gone, but everything else seems to be staying thus far:  Walk Jump Stand  - Lava animation (water is practically the same)
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