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441
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Developer / Playtesting / Re: Too Many Isotopes
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on: April 05, 2008, 10:34:57 AM
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Like the Atari Games I have seen on youtube, this one really captures that feel. However, I can't seem to figure out why I die at random times, or how to even beat a level. That's kind of frustrating, but I take it that that's kind of the point.
I love CMYK as well.
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442
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Developer / Playtesting / Re: Perfection, a simple yet complicated puzzle game (Working URL)
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on: April 04, 2008, 05:01:50 PM
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I managed to beat it before your update, so I don't know how much is changed now, but...
It was a pretty sweet game, lots of tricky levels. I don't really have any criticism to give, just more levels to be made. I liked it, but yeah, the wholed, OCD thing doesn't really fit. You can get away pretty easily with trial and error.\
Good stuff!
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443
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Community / DevLogs / Re: U-Head -- New Mockup 2008!
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on: April 02, 2008, 04:41:01 PM
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Along the lines of how I envision the gameplay when it goes into ass kicking gear.  That screen is so totally badass. I love the rusty look of it man, totally top-notch. I know you said it's too early to comment on gameplay, but did you actually get a coder working on this? or is this still just in the mockup stage?
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444
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Community / VGNG / Re: Post-Apocalyptic Unicorn Uprising! ***Completed***
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on: April 02, 2008, 10:23:58 AM
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Oh man, I waited way too long to play this one!
Haha, it's definitely sooo awesome to be a pack of righteous unicorns.
Since there was no inherent goal as the game progressed, I found myself making up my own goals, like "No respawning unicorns, only rainbow defence" or the opposite "No rainbow, only respawning"
I found that the coolest part, that I could ramp the difficulty how I liked instead of being made to play how hard the creator wants me to play.
Top notch I say!
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445
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Community / VGNG / Re: Nightshade reviews all the VGNG Games! (that work on his computer)
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on: April 01, 2008, 08:37:51 AM
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Gah, ok, time to derail one last time, just to clarify things. I did use masks on my sprites, and in fact, the one on the gun WAS exactly like how you drew it Nightshade. I think my problem was with sprite origins, they weren't placed at the right spot so that when you switch directions you fall instead of getting stuck in the walls. As for checking the other collision issue, I tried figuring out the code for that, but I was unable to do so by the time the deadline hit, so I was forced to leave such a thing in. The enemy bit... well that's just my bad  But I assure you that once I start revamping things that'll be taken care of. And to corpus, I'll be working on it once my schoolyear ends, which is the end of this month. I'll have 4 months this summer to plug away at it, and figure out how to fix the flaws it already has, and just a general revamp. Ok, shitshit, I totally gotta stop hijacking this thread. If people wanna keep saying stuff about my game, please refer to my game thread. I'm really sorry for derailing things nightshade!!! My original post was supposed to be a joke!
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446
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Community / VGNG / Re: Nightshade reviews all the VGNG Games! (that work on his computer)
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on: March 31, 2008, 10:40:00 PM
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Don't get me wrong, I don't mind being told the bad points about my game. I'm just happy I didn't give up completely on it.
A lot of the frustrating bits, such as shitty collision and bad level design is mainly due to never doing that before. I was kinda annoyed with those points by the time the deadline, so I had to kinda just settle. In hindsight it's a VERY amateur feeling game to me, even in comparison so some of the other VGNG games. But i'm totally cool with that. It was a major learning experience, which I'll bring with me on my next attempts.
I'm still finding a good level of ambitiousness for things right now. I'm pretty green to the whole indie game scene, y'know?
Anyways, enough about me, i kinda derailed things a bit here.
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448
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Community / VGNG / Re: 8-bit Gun Tales *Demo Finished, download on first page.*
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on: March 26, 2008, 12:48:41 PM
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The nose grab is an interesting mechanic, but like you mentioned prone to collision errors. At one point I was nose-grabing and turned around to flee a driod following me but I got stuck inside the platform. For a very first game using an unregistered version of GM it's pretty awesome. This is the kind of stuff you should polish the graphics on and show people in order to get coders to make more advanced games with your awesome pixeling skills.  Yeah, when I get more time this summer, I'm definitely going to revamp some of the graphics. By the time I was done the demo, I hated how empty it looked. It needs to feel more full and factory-ish. I don't have time now though since I'm in the thick of exam and essay season at university. But one day!
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451
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Community / VGNG / Re: 8-bit Gun Tales *Demo Finished, download on first page.*
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on: March 25, 2008, 03:09:39 PM
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I applaud the whole hanging by the nose thing, but I applaud you more for making it an integral part of level design. The parts where I could only get a good shot on a laser by doing a nose jump screamed good level design to me.
Thanks man  I hope to make that more fluid and workable. I felt it was a little rough right now, and was prone to resulting in collision problems. But my coding knowledge was too limited to really fix it. Would you guys feel better if I fixed some of the difficulty issues?
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452
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Community / VGNG / Re: 8-bit Gun Tales *Demo Finished, download on first page.*
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on: March 25, 2008, 09:44:19 AM
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Bah, guys, where's the love?
I already had to fix some things, so a new download link is up.
Also, I'll be putting up some gameplay vids for those too lazy to play through this/those who can't get through this (the people who have played it have told me it's pretty hard)
So watch for those. Someone please tell me how this is, this is the first time I've ever really made anything, so it's kind of a huge milestone for me.
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454
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Community / VGNG / Re: 8-bit Gun Tales *release soon! it's down to the f'ng wire!*
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on: March 24, 2008, 06:49:01 PM
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Ok, hopefully I make it in time, and hopefully if I'm a little late that'll be ok.
My demo is near complete, I just have like, 1 more level to design and I'm done what I can.
I'm warning everyone now that it's nowhere near complete, but it IS playable, and has a fair amount of stuff considering I've never made a game before. Watch this spot for an update.
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455
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Community / Archived Projects / Re: Owl Country (Download)
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on: March 22, 2008, 03:34:06 PM
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buahahaha, this is some real quality stuff guys.
I really sucked at the game though, I only killed 138 pigeons for a score of like 15830 or something along those lines. I could stand to kill more pigeons.
I loved the voice clips of the humans. "My it looks like owl season" "Best not let go of my top hat or it shall blow away in the wind"
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456
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Community / VGNG / Re: 8-bit Gun Tales *NOW WITH VIDEO (p2)*
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on: March 19, 2008, 01:42:20 PM
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Not to be a pestery pesty pants, but here's a little screenshot with the revamped graphics in progress, as well as a new enemy, and generally what the game will look like by release time.  I know the background looks plain since it's all one colour, I don't know if I'll have enough time to fully remedy that. Pretty much everything is in and working to the best of my ability. How am I doing here? This is the most I've ever managed to do on a game, I feel proud.
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457
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Developer / Playtesting / Re: Dire Haven - Platformer
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on: March 18, 2008, 08:52:21 AM
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Haha, that was great, although I didn't finish it. I ran outta time. It's just so damn unforgiving. Having to do a level like tons and tons of times. I don't typically play games like that, but this one wasn't too bad in that respect. Heh, I dread to see a full version, since I would never even come close to beating it.
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459
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Community / VGNG / Re: 8-bit Gun Tales *NOW WITH VIDEO (p2)*
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on: March 18, 2008, 08:11:47 AM
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I'm sad this dropped all the way to the third page  . In any case, I've begun making my levels, some animations and general polish is still left out right now, but I'm hoping to get it as smooth as I can for the deadline. Just so everyone knows, this won't be a full game, simply because I don't have the time to design a bunch of bosses and levels considering my horribly inexperienced abilities with Game Maker. But you will be able to play up to AT LEAST a first boss. For the sake of this competition I think that would be a good point to get to. So consider what I release on the 24th a demo, since I plan to keep working on this past the deadline.
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460
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Community / VGNG / Re: 8-bit Gun Tales *NOW WITH VIDEO (p2)*
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on: March 12, 2008, 11:18:32 PM
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i thought it was lolly as well. looking good! if he shoots in the air he should do a backflip
that is a SWEET f'ng idea. If I have time I'll implement it, otherwise I'll implement after the competition is finished.
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