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461
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Developer / Playtesting / Re: Brave Honey Bee (beta)
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on: April 26, 2008, 02:19:11 AM
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Whoa, those beehives looks extremly similiar. I can´t deny that, but I promise you that I haven´t ripped the beehive. I haven´t even seen the screenshot. Maybe it´s hard to make two different beehives out of some few pixels? Since they look extremly similiar, I can make another sprite if you want me to? Feel free to use your sprite, but I still don't understand how your statement can be true. There's just so many things that's weird about it. First of all, the size. Suddenly the pixels get ten times larger, why wouldn't you just draw a bigger beehive? The shading. There's no other shading in the game, why would it suddenly appear here? The background is suddenly a gradient, like in my screenshot. How come? And then we have the fact that there's only about eight pixels different to the shape of the outline. Also, the beehive has sharp edges, where as the rest of your graphics has not and you'd normally not look at a behive as a bunch of rectangles. Finally, you've sent me several messages about BDTUW and asked how I've done different things. If you were that interested, then how come you didn't bother to look at the screenshot next to the download? Despite how it may sound, I'm not really angry with you. I didn't do anything particularly interesting with the bee-part in my game, and I'm glad to see that it will now get a more fleshed out version for those who enjoyed it. I'm looking forward to playing the game myself even. But I can't help but feel a need to express that it's a bit weird how you're going about creating the game, and seemingly borrowing a lot of stuff without asking.
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462
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Developer / Playtesting / Re: Brave Honey Bee (beta)
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on: April 25, 2008, 05:28:40 PM
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Haha, I recognize that beehive from somewhere. I have to ask why you seem to be a bit reluctant to mention that the game is inspired by Psychosomnium... I´m not reluctant to mention that it´s inspired by Psychosomnium. If you base that of when I wrote that "it´s a bit inspired by Psychosomnium" I understand a little. In fact I was going to add "inspired by Psychosomnium" in the credits together with some other people who have helped me with my game. The reason of why I´m a bit inspired of Psychosomnium is plainly that it have been more things inspiring me of making this game. Ah, I was actually thinking that maybe you were sarcastic about that. Basically, you have the same thing as in my game, a bee avoiding spikes, sparse minimalist graphics, color changes between screens with overlaps dividing them, similar colors, you asked the guy who made music for several of my games to do the music for yours, and I don't see how you couldn't possible have taken that beehive from the screenshot I posted here about a month ago: http://forums.tigsource.com/index.php?topic=1276.msg31866#msg31866I'd say you've taken a part from my game and improved it, rather than just been inspired by it. I don't really care about that but it's weird that you're not admitting it and trying to defend yourself from something that's so obvious. I´m sorry that i cannot understand what you said about ripping, Cactus. I have not ripped any sprites. I promise you that the beehive is all made by my mind (not inspired of anything).  Are you kidding me? "INSPIRED BY PSYCHOSOMNIUM" will be in the credits (well, just like I have planned for the last weeks). Ok, that's always nice to know.
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463
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Developer / Playtesting / Re: Brave Honey Bee (beta)
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on: April 24, 2008, 04:47:59 AM
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Haha, I recognize that beehive from somewhere. I have to ask why you seem to be a bit reluctant to mention that the game is inspired by Psychosomnium... I don't really care about credits, but yer takin gameplay concept, style and now even directly ripping graphics from my games. So I'm just starting to think it's a bit odd. If you think not mentioning this will give you a better chance at winning that competition or something, then I'd understand it a bit more. Anyways, good luck with the game! Looking forward to the next demo 
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465
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Player / General / Re: Movies!
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on: April 23, 2008, 10:42:18 AM
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Some of my favourites, though I'm very bad at remembering what movies I actually like.
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468
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Community / VGNG / Re: Brain-Damaged Toon Underworld
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on: March 28, 2008, 03:44:37 PM
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Will it be just like Psychosomnium? Yeah, it's exactly like Psychosomnium. Didn't you notice? Also, what exactly does the title have to do with the game? Do you know what a toon is? The underworld bit wasn't covered in the snippets of dialogue in the demo, but it's there. I was a bit liberal with "Brain-Damaged" and figured that it could be represented by the weird plot/characters. There will be further brain damage in the game, though. I hate tutorials too; I usually just like to figure it out on my own. Was this 'poking fun' intended? I'm assuming it was; a tutorial is definitely not necessary for this type of game. I don't like tutorials either, but a lot of people actually need them. The reason that it is necessary in this game is that the checkpoint system isn't completely clear. It also fills other functions (it's not really supposed to be a joke), but those aren't clear from this short teaser. Sorry.
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469
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Community / VGNG / Re: Brain-Damaged Toon Underworld
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on: March 28, 2008, 12:12:08 PM
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I'm not completely sure about the jumping, though - it just doesn't quite feel right, somehow. Yeah, I'm still going to tweak the movement a bit. Basically, the problem (as far as I've been able to analyze) is that the player doesn't decelerate faster when you press the button to go in the opposite direction of which you're moving. Hopefully, fixing that should make it feel better. Thanks for the feedback, guys.
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473
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Community / VGNG / Re: Brain-Damaged Toon Underworld
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on: March 25, 2008, 04:21:59 PM
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whens the final version comming? Hopefully not too long. Me and Ville haven't decided on exactly how far we want to take it, but I'd really love for this to have at least a couple of hours playtime.
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474
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Community / VGNG / Re: Brain-Damaged Toon Underworld
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on: March 25, 2008, 02:12:19 PM
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I was hoping that the "THE END" screen was lying and that it was some sort of weird cactus joke though  It was gonna be, actually. But when the clock reached 5 am and I still hadn't gotten close enough to where I wanted with the demo, I just used it to cut the demo short, and wrap things so I could go to bed.
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475
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Community / VGNG / Re: Brain-Damaged Toon Underworld
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on: March 25, 2008, 12:36:30 PM
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I have a feeling I'm going to *suck* at it when it comes out though, I died about four times on the last stage. Is that even possible you ask?! I'll try to tweak the movement to make it easier not to die in unintended ways. I don't think there will be too many difficult platforming bits, and you'll have the abillity to quick save a lot, so hopefully everyone should be able to play the final version.
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477
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Community / VGNG / Re: Brain-Damaged Toon Underworld
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on: March 24, 2008, 08:29:34 PM
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Wait, you have a twin brother? Man, you should've taken him to GDC, that would've been fun.
Couldn't afford a plane ticket for him too. Not sure he would've been interested anyways  BTW, demo <- (here) 
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479
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Community / VGNG / Re: Brain-Damaged Toon Underworld
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on: March 24, 2008, 08:45:00 AM
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Hello everyone. My name is Kinten, and I'm a Cactuholic.  Man, if I had a beard you'd be my long lost... Eh, triplet. (Yes, I already have a twin brother  ). You've even got my trademark awkward smile down! Awesome.
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