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121
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Player / Games / Re: When GM rebels...
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on: February 05, 2011, 05:12:17 AM
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This used to be a pretty common problem for me, and it used to be the result of the game dev setting the Game Process Priority to High. I'm not sure if that's the case with Verge, but it certainly sounds like it.
The only thing that worked for me to get around this problem was playing the game right after a reboot and ctrl+alt+deleting every unnecessary running process.
Hypothetically the author could also change the setting with a few mouse clicks, which will make the game more prone to lag, but get rid of the input problems.
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122
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Developer / Playtesting / Nordic Game Jam: The Game
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on: February 02, 2011, 02:05:05 PM
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Team Sweden presents Nordic Game Jam: The Game!  Now you can live through the Nordic Game Jam experience in your own home! Enjoy the Danish lifestyle, listen to Greg Costikyan and Keita Takahashi give the talks of their lives, make an awesome game and socialize with all the creative people gathered in the halls of ITU.  Sponsored by Nordic Game Jam http://cactusquid.com/games/NGJTG.zipControls: MOUSE Gameplay Video (Spoils the entire game):
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123
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Developer / Playtesting / Re: Mempory
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on: January 26, 2011, 06:28:23 PM
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This was actually really nice. Kinda reminds me of Farbs' Playpen, but a lot more warped.
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125
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Player / Games / Re: Gamasutra article: Opinion: Tetris Is Not The Answer
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on: January 24, 2011, 09:32:52 PM
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I thought the article was great (not completely agreeing with much of what he says, but he makes a lot of good points)! I think very few people are as Narrativist or Tetrist as he describes, but I do know people who have sorta similar opinions. I definitely think that there's more than gameplay to games. But I'm all for diversity. I hope people will keep making games that are strictly focused on gameplay, as much as I hope that there will people who use games to tell interesting stories. And hopefully those who create everything in between as well 
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127
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Community / Versus / Re: 0Space
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on: January 24, 2011, 05:47:32 PM
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I like the look of this. It looks a little bit complicated to play, I can't figure out how the aiming works at all from the video 
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129
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Community / Versus / Re: Mercenary Duel
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on: January 24, 2011, 05:08:48 PM
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This looks awesome, although all the areas you've posted thus far seem about the same, layout-wise. Like mokesmoe‽ said, it's partially the gameplay mechanics which force the levels to look the same. I'm implementing small things which will make them play a bit differently from each other though. There's a ton of threads to go through around here. Please don't take a lack of initial feedback as lack of interest.  We'll all get to play the games eventually, and most of us are busy with our own. My bad. I wasn't clear on this, but I was referring to the people that I actually sent the game to (I also posted it on a few forums). And the little feedback I had gotten at that point was basically: Tested quickly with my gf. But the game seemed to be somewhat boring and weird control scheme didn't help much. It ain't the size, it's... no, it's the size. So this: Though the initial (lack of) feedback so far seems to suggest it's not terribly fun. Hopefully after the update it's easier to get into was referring to that. Now I've gotten a fair share of quality feedback, though. So I'm not complaining 
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131
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Community / Versus / Re: Mercenary Duel
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on: January 23, 2011, 07:09:47 PM
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Progress. Though I got sidetracked for the larger part of the day. Will do the rest of the levels tomorrow if I have the time. 
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132
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Community / Versus / Re: Mercenary Duel
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on: January 22, 2011, 04:33:47 PM
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Updated with bots (singleplayer), sounds and built-in control configuration. Have some more ideas to make it more interesting. So I guess the release will be early next week instead of this Sunday...  Still would love someone to record gameplay videos of playing against other humans (send me a pm)... Though the initial (lack of) feedback so far seems to suggest it's not terribly fun. Hopefully after the update it's easier to get into 
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133
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Community / Versus / Re: Mercenary Duel
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on: January 21, 2011, 12:13:27 PM
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So, all the gameplay mechanics are in place now, and all the in-game graphics. But I have a hard time playtesting the game.
If anyone has a friend to play with and is able to record videos of the gameplay for me, that would be awesome. If you're interested, send me a pm and I'll send a demo.
Tomorrow I'll get to gameplay modes and sound effects. Game should be done on Sunday.
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134
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Community / Versus / Re: Mercenary Duel
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on: January 20, 2011, 04:11:53 PM
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So basically it's a top-down version of
. I bet someone else will have the exact same idea...  Honest to god, this was going to be my second idea. You beat me to it. That's pretty much it yes. I figured it'd be an easy concept to think of so I decided I should probably make a post about it. My rendition is pretty straight forward though, so don't let me get in your way 
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135
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Community / Versus / Mercenary Duel
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on: January 20, 2011, 02:43:22 PM
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I'm making something small and quick. I bet someone else will have the exact same idea...  
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136
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Developer / Playtesting / Re: Robotix (2D space shooter)
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on: January 18, 2011, 03:24:59 PM
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I remember playing this back when you first posted it on shmup-dev. As far as I can recall it was cool but a little bit slow and tedious since the levels were kind of large. Nice to see it again! 
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137
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Developer / Playtesting / Re: Klik Asia (KNP Demake of Clean Asia)
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on: January 17, 2011, 08:29:10 PM
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This game made me understand why people were freaked out by the difficulty in Clean Asia!. All the complaints I got to hear so many times about the game not being user friendly suddenly made so much sense to me, haha  I was really happy to see a demake of one of my games, and thought this one actually was kind of interesting in that it focused on the thrusting. And the different movement patterns for different enemies was something I wish I had thought of myself  Good job, dude!
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