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101
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Developer / Art / Re: show us some of your pixel work
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on: June 08, 2008, 08:27:53 PM
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I did this for my girlfriend:  Night Raveler is my first game in which I made all the art myself. I'm pretty proud of it, since I had the belief that I was incapable of doing something that is not hideous.
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103
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Community / Competitions / Re: Idea pool for new TIGS competitions
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on: June 08, 2008, 01:01:16 PM
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I think the demakes compo will have to be made next, or there will be riots and generally random vandalism.
It would get TIGSource a lot of attention when the fanboys find out. And the rain of suits.
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104
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Player / Games / Re: I'm so indie...
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on: June 07, 2008, 10:49:10 AM
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So you quit a job creating webgames for a job creating ...webgames (but without pay) ? Congratulations, this is what I call "Hardcore". Gameloft makes mobile games, actually. And I do web games, allright. And I'm so indie, Kongregate will not touch them. (Java doesn't help, either) Thanks to all for the encouragement! This community played a good part in the equation of me making the final choice.
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105
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Player / Games / Re: I'm so indie...
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on: June 07, 2008, 08:58:57 AM
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Congratulations  It's nice to know I'm not the only one that crazy :D Hope it works out for you  Thank you, Terry! That's reassuring. Please don't ever die.
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106
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Player / Games / Re: I'm so indie...
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on: June 07, 2008, 08:36:57 AM
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I'm so indie, I quit my day job to work fulltime doing crappy freeware games I don't ever expect to make money off. I'm so indie, I do love my crappy games.
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107
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Player / Games / Re: I'm so indie...
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on: June 05, 2008, 08:59:42 AM
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I'm so indie, I can't beat X-Monster in Cave Story.
 Creepy, I'm stuck in the same place. I dunno why, but I have really little patience with him and can only manage 2-3 attempts each time before I give up. I think it's the way his health bar insolently refuses to go down until I start doing 'proper' damage. I guess that makes me indie too... OK, here is my take: I'm so indie, if somebody ever call one of my games 'addicting', I'll abandon my current user here, and create a new one in which I pretend to be from Russia.
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108
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Community / Procedural Generation / Re: Self Destruct [Finished]
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on: June 04, 2008, 08:52:19 PM
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I really, really liked the mechanic of eating the enemy's bullets. I am going to try it sometime.
Don't do it, man! I know it sounds cool, but really - bullets are no good for your teeth! My enemies use low-fat crackers as bullets.
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110
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Community / Procedural Generation / Re: Minus [FINISHED]
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on: June 04, 2008, 06:28:18 AM
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* I'm sure some parameter tweaking would make wonders for it...sometimes I got stuck and it was a little detracting. I just wanted to keep jumping! What exactly do you mean? You mean you didn't land on a cloud often or you really got stuck somehow and couldn't move? Please give me a bit more detail. It's hard to explain...I think it's because I wanted the elevation to be more dynamic, I'm ok with not going at top speed, I'm ok with tripping and falling a bit, but I was eager to just race up most of the time. sometimes it took me several seconds to recover speed after missing a cloud. But I'm not trying to be objective with this particular item, it's just what I fantasized about the game 
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114
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Community / Procedural Generation / Re: Minus [FINISHED]
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on: June 03, 2008, 09:09:15 PM
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This game is one of my favourites...
I liked the feeling of cloud jumping. I think it has the heart in the right place.
Some feedback: * I'm sure some parameter tweaking would make wonders for it...sometimes I got stuck and it was a little detracting. I just wanted to keep jumping! * The "Lives" things feels wrong to me in this game...I liked the stormy clouds, but I would change their effect to something like "If lightning, push player. Otherwise, let the player fall through". This would allow me to do something special with the storm (getting a boost), would still demand some manouvering skills and would not remove the friendly feeling of the jumping.
Sorry if somebody mentioned this before...
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115
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Community / Procedural Generation / Re: Rescue: The Beagles [FINISHED-BETA]
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on: June 03, 2008, 09:02:39 PM
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It's been a little frustrating to me...I think the idea of having to deal with several depth layers at the time is novel and I like it. But I'm probably too old to tolerate the difficulty for long  . The art is very nice...but I had a little trouble interpreting it sometimes. I wish I knew what is it.
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116
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Community / Procedural Generation / Re: Night Raveler and the Heartbroken Uruguayans [Finished]
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on: June 03, 2008, 08:58:20 PM
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I've updated it to address some bugs and feedback: * Now it's probably much more stable, which means it won't crash browsers. Let me know if it happens again * Instructions are clearer * Suggests that you click at first to discourage misleading you to wait * Added a new ending * Now the game tells you the game is over to discorage misleading you to wait * Blind attempt to fix the mac issue in which the cursor shows up again. Let me know if I achieved anything
Thanks a lot for the feedback!
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117
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Community / Procedural Generation / Re: Night Raveler and the Heartbroken Uruguayans [Finished]
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on: June 03, 2008, 05:07:39 PM
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I guess figuring out how to play is supposed to be part of the fun, but it'd be nice if you had some indication that it's not actually real time -- waiting for something to happen when nothing will is really not fun.
mmm...I didn't want to include a tutorial. Maybe I should and see what happens. Even when I didn't understand the game, I always got the orange moon. Is that the end of the game? If so, again, it would be nice if it were more clear, again because waiting for something to happen when nothing will is not good. Fair enough. The endings were something I added at the last minute. Once I understood the game, it was too simplistic to be very interesting. I'm glad you used the word "very". Otherwise, I would have thought you found the game completely uninteresting.  I mentioned it in a previous post...the model was actually more complex, but then the rules made the simulation behave a little freaky. At some point, I had to make a tradeoff between simplicity and richness. I erred on the former. Also, it crashed firefox every time I tried to refresh the page, so replaying it was pretty obnoxious. I'm sorry about that. I didn't have time to debug that. That's why I included: Got that too, but figured out that you can restart it by pressing R I'll make it more visible on the instructions.
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120
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Community / Procedural Generation / Re: Night Raveler and the Heartbroken Uruguayans [Finished]
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on: June 03, 2008, 10:36:23 AM
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You seemed to stick to only having neutral/positive relationships, as opposed to having more actively destructive ones as well: was this a conscious decision? Initially, there were "destructive" relationships as well as different degrees of attachment... But I realized that the game was getting too complicated and you started losing agency on the consequences of your actions. I mean, you could not even remotely predict was would happen when you cut a relationship  . Some funny chain effects ensued. Which might have been amusing, but I wanted the player to do something meaningful, so I cut all those out. Removing those mechanics reduced the amount of debugging too  .
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