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401
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Developer / Playtesting / Re: PING PONG!
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on: February 27, 2009, 06:23:24 PM
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Thanks for the positive feedback guys  The learning curve is a bit steep, though. Much too steep? Or is it steep in an ok way?
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402
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Developer / Playtesting / Re: PING PONG!
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on: February 27, 2009, 03:18:59 AM
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I'd like to know, before I download if at any point in the game you get to participate in the strip show variety of ping-pong. Unfortunately I think the game will disappoint you on that one 
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403
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Developer / Playtesting / PING PONG!
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on: February 26, 2009, 06:51:41 PM
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PING PONG!Do you have what it takes to beat four opponents? Are you ready to go face to face with a friend to see who's the ultimate champion of ping pong? Prepare yourself to be blown away by this incredible sports simulation, unlike anything you've ever played before! Ping Pong rules:1. When you hit the ball it has to go to other player's side of the net before it bounces. 2. If the ball leaves the table without bouncing, the player who did not send it off gets a point. 3. Two serves each. 4. First to eleven wins. Instructions:-Press z when the ball touches you to hit it -You can hold the arrow keys for different hits -Right to smash -Left for less speed -Up for spinn to make the ball go faster after the bounce -Down for spinn to make the ball go slower after the bounce -Hit the ball seven times in a row to do super smash IMPORTANT!!! HITTING THE BALL WILL ONLY CHANGE IT'S HORIZONTAL VELOCITY, IT DOES NOT AFFECT THE BALLS VERTICAL SPEED!
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404
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Community / Cockpit Competition / Re: Turbo Death Machines
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on: February 25, 2009, 05:07:44 AM
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Thanks for the nice words guys! Looks very nice, though the windows could be a little darker teal, currently they pop out of the other graphics a little.
Pretty sure it's the C64 palette, which doesn't have a darker teal. Also, this looks great so far. I especially like the tall banners the robots have on their backs. It is indeed the c64 palette, but I agree about the windows, I might change stuff around a bit at a later point. I haven't really been sticking to the palette all the way so far anyway.
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406
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Player / General / Re: Anyone know anything about this? (Mo'Minis)
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on: January 20, 2009, 02:23:50 AM
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Some first impressions I posted at Poppenkast: That software is not very good. It may have potential for the future, but from what I could tell it's not really worth getting into at the moment.
Some problems I ran into:
-At first I thought you could only draw sprites using the built in sprite editor (which has an amazing set of FOUR tools and no support for making animations as far as I could tell). After tinkering around a lot I found how to import sprites, but it was kind of a hassle and had some weird quirks that had to be worked around.
-For music it seems you have to use the built-in music editor, which looks like it has only one track and is inaccessible to boot from what I could see.
-Didn't find any info about sound effects. Not even sure that they are supported.
-80% of all revenue generated by the game goes to momini.
-The software is still in beta and crashed several times while I used it (10-20 minutes).
-The manual is not as helpful as it could be. Tells you what you can do with stuff, but not how to find the stuff you do it with. Like the music editor which they described how to use but I've got no idea how to bring it up.
-The intreface/menus kinda suck. Almost nothing is accessible from the menus, and instead is tucked away at other places. It also looks like they don't have a proper resource tree, just some interface which can only show ONE resource at a time. So if you have a ton of sprites, get ready to cycle through a lot of shit before you can find the one you want. I wish the software had been better, because even if they take 80%, at least you'd get something. And I wanna see one of my games on something other than a computer for once 
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407
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Player / Games / Re: We need a new term for "art game"
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on: December 09, 2008, 06:37:48 AM
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I think someone suggested "alternative games" a while back, and that's pretty much what I want from an art game. An alternative to the games that are made just to entertain and fit in with the crowd of already existing games. Personally I just call them weird games, though.
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409
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Community / Commonplace Book / Re: My entry [finished]
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on: December 03, 2008, 11:49:11 PM
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Heh, I expected people to hate this game. Although I kinda liked the fish eye camera effect myself, still there's not much of a game to play. Was it a goal of yours to cram as many CPB entries into your game as possible? Yeah, I had a pretty cool idea for a little adventure game. But somehow I didn't find time to get started, and I realized that I only had a few hours to actually make a game left. So I thought I'd play it safe and go with the walking dead thing. But the game turned out really boring, and I had no idea how to fix it. So I just started throwing as many ideas from the list in there as I could, just for fun.
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410
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Community / Commonplace Book / Re: Lost in Eldritch [Finished]
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on: November 29, 2008, 08:13:26 AM
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I got white text screens as well. Especially annoying when the game seemed to end without me understanding it. Other than that it was cool. Lacked a bit in the excitement department, but I did beat the game (I think) so it definitely kept me playing. I loved the animations (wished there were more of them in the game), and the level design was pretty good too. Nice job! 
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415
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Player / General / Re: Article on Rohrer
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on: November 25, 2008, 02:47:19 PM
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I thought the article was interesting and inspiring, although I agree that the way it was written made me cringe a few times. Lately I've been feeling like spending some time in the nature, and their lifestyle sounded like it'd be really cozy for a while.
The lawn thing I had mixed feelings about. I don't think people necessarily have to be so strict as to call the police if someone accidentally(?) mowes your lawn a bit. But I also think it's silly and uptight when his neighbours ask him to cut down his "meadow". If he has created a sort of personal utopia, then so what if some people find it slightly annoying.
The only real concern I have is for his child. It doesn't seem fair to force him to grow up with such an extreme lifestyle. Just as he and his wife seems to have felt like rebelling against their parents, maybe their son will feel the same way too when he grows up. But it's a big difference between "downgrading" and "upgrading" your social status. I also wonder how it would feel like going to school if you only bathe twice a month. Being bullied can be pretty traumatic. Hopefully this concern is just me being pessimistic though.
And as for the comments about me... Well, I enjoy all the attention I get. Mostly the positive, though. I would've quit making games a long time ago if it wasn't for people praising them. I've never tried to hide that I'm an attention whore. But at the same time I really do enjoy creating these games, and don't exactly try to cater to anyone but myself and what I enjoy playing or creating.
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416
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Developer / Playtesting / Re: Xoldiers
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on: November 19, 2008, 05:16:15 PM
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You mean I wasn't supposed to destroy all the enemies first before getting the castles so I could rack up lots of points?
That is the way we prefer people to play, but it's optional 
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417
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Developer / Playtesting / Re: Xoldiers
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on: November 18, 2008, 05:41:18 PM
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Try beating it and destroying all the enemies. That was the original goal in each level, but we figured only destroying the castles would make it easier for less skilled players. Anyway... Me and Terry got a decent level editor done, as well as an awesome online database of user created content. All levels are uploaded and download directly from the game. Convenient eh?  Let's see some more levels! PS. Huge levels won't be able to upload. Those have to be shared through the local copy of the level in your game folder (.xpl files). Edit: Forgot to include a dll. http://64digits.com/users/cactus/xoldiers.zip
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418
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Developer / Playtesting / Re: Xoldiers
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on: November 16, 2008, 03:45:54 AM
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Oh, and one little question: are you using surfaces in GM to get all the angled pixels? Not really. I used surfaces to make the explosions all weird, just view porting and view angling for angling the pixels  I liked that you could only fire in one direction - a subtle message yes? That message was made subconsciously, yes 
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