Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 10:49:55 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 ... 5 6 [7] 8
121  Community / VGNG / Re: Hardcore computer simulator on: March 23, 2008, 04:56:16 AM
I'd like to play what you got done. Shame you won't get it finished. Cry
122  Community / VGNG / Re: Orbital Booty Interceptor [FINISHED, download available] on: March 23, 2008, 04:26:30 AM
I did enjoy it, a bit. It's just that the horizontal speed was really fast, about 3 times the vertical speed is after a bounce.
When it was working, and I was bouncing off the ground and grabbing booty, it was great. I don't mind the slow retracting, I agree that it makes sense, but sometimes they seemed to get stuck to the top left of the ship, and wouldn't come back in until I changed direction.
123  Community / VGNG / Re: Mega Spatula Fury (Final demo... An honorable defeat? :D) on: March 23, 2008, 03:11:30 AM
Fun, really linear but fun. I liked the easter egg at the end. Really well animated, the last guy seems a bit hard to kill, though.
124  Community / VGNG / Re: Robotic outlaw mayhem (COMPLETED) on: March 22, 2008, 05:13:08 PM
Well done!
125  Community / VGNG / Re: Narcoleptic Soccer Rush! *Completed* on: March 22, 2008, 05:10:47 PM
Oh, I wasn't expecting a deep football game. I know the sacrifices that need to be made to get these games done in time.

I also just had a game where everyone was falling asleep pretty constantly, and it was great. i think I was just un-lucky earlier.
126  Community / VGNG / Re: Robotic outlaw mayhem (COMPLETED) on: March 22, 2008, 03:41:49 PM
The most jarring part of the controls to me is the mid-jump dive. If you press any arrow keys it seems to completely mess it up, causing you to stop, then suddenly move in a different direction. Wall jumping I'm okay with.
I like the gameplay, it's fun, but the jumping needs some refinement.

After playing more, air jumps seem completely broken to me, I seem to have almost no control over these odd random lurches left or right. Anyone else notice this?
127  Community / VGNG / Re: Orbital Booty Interceptor [FINISHED, download available] on: March 22, 2008, 03:34:54 PM
I just couldn't enjoy this, as I don't know what's going on far too often. I'm constantly moving across the screen horizontally at ridiculous speeds for no good reason. Sometimes I go off the edge of the screen and get dumped back to the main menu. I really like the concept, and the basic game mechanics but it definitely needs some polish.
128  Community / VGNG / Re: Narcoleptic Soccer Rush! *Completed* on: March 22, 2008, 03:29:57 PM
Fun game, although I found sometimes I'd barely see someone sleeping, and I'll be blunt and say the football gameplay doesn't hold up too well. I'd like it if there was more sleeping, to make things a bit more frantic.
129  Community / VGNG / Re: Corporate Moped Horde *Update & Demo* on: March 20, 2008, 03:28:18 PM
Great physics, not really sure how to score points, but making guys pile into a wall is great fun.
130  Community / VGNG / Re: Russian Landmine Patrol on: March 19, 2008, 01:47:06 PM
This is the last video before release(Sunday probably). I still have some fixes to make, some small testing to do, and the high scores and menus. I won't have time to get both modes of play in in a way that I think will be worthwhile, so you're just going to have to defuse mines. You'll still see plenty of peasants blow up though, you'll never get every mine.
I don't think there's any sound, unfortunately. It refused to record sound for some reason.


131  Community / VGNG / Re: Savage Balloon 3000: demo2 fixed the slowdown bug on: March 17, 2008, 03:37:37 PM
It's an executable Java file. It's named savageBalloon3000.

And it works fine for me now, too.
132  Community / VGNG / Re: Infinite Underwear Attack... My submission for the new compo. on: March 15, 2008, 04:30:24 PM
It's complete rubbish. A bit funny but mostly rubbish. What's experimental?
133  Community / VGNG / Re: Zombie Dog in Crazyland on: March 15, 2008, 01:47:17 PM
That looks crazy enough for me.
134  Community / VGNG / Re: Ace Starkiller in: Hillbilly Burger Bastards! on: March 15, 2008, 01:46:43 PM
They're brilliant! :D
135  Community / VGNG / Re: Russian Landmine Patrol on: March 15, 2008, 07:47:03 AM
UPDATES:
Score Boards at the top, one for food remaining, one for mines defused and the other is to count peasants blown up.
Updated blood effects.
Sprites for peasants running to the bottom of the screen. They even carry back their bread!
Mines reset whenever the peasants get to one end.

TO DO:
Add in static peasants at the bottom.
Create a close to the camera plane sprite that goes past to explain mines being reset.
Balance.
136  Community / VGNG / Re: Mega Spatula Fury on: March 15, 2008, 06:45:37 AM
This is fantastic. The tennis like pattie hitting is great.
137  Community / VGNG / Re: Savage Balloon 3000: demo just added on: March 14, 2008, 03:37:48 PM
How's the difficulty? It's a little easy.
Do you think the rage timer/cooldown period should be longer/shorter what? I think the rage time should be shorter. Cooldown is fine.
Does it run at 60 fps on your computer? No. Core2Duo 1.8GHz, Radeon 1400 Mobility, 3GB Ram. Jumps between 24FPS and 41FPS
Does it run on your OS? Yes, Windows XP Pro.

It seems fun, but it's a bit annoying when it runs so bad. Sad
138  Community / VGNG / Re: Russian Landmine Patrol on: March 14, 2008, 03:16:00 PM
I gave that a go, but it resulted in an annoying optical allusion. It just made it look like the blood was arcing in the air, but not moving. Completely random sizes looks better.
139  Community / VGNG / Re: Russian Landmine Patrol on: March 14, 2008, 12:32:46 PM
That blood is soooo yesterday! Tongue

This is where it's at now!

I'm still not happy with it, I want to variety to the shapes.
140  Community / VGNG / Re: Russian Landmine Patrol on: March 13, 2008, 08:33:28 AM
UPDATES:
*Sprite Sheet for the player is complete
*Particle system added to make the blood look better, and to allow a small bit more
*Peasants now only cross the field when they get the thumbs up
*They stop at both ends
*Working mine detector

TO BE ADDED:
*Aid workers giving peasants food
*More Peasant Sprites
*Replacing dead peasants
*Peasants dropping off food

Latest gameplay description:
You clear the area of mines, when you think the area is clear enough give the thumbs up for the peasants to cross.
The peasants cross over to get food to bring back and eat.
The static peasants at the bottom will be constantly eating, if you run out of food they starve and die and it's game over.
Max of 50 peasants crossing at a time.
Dead peasants can be replaced at the cost of some food(you use the food to make a peasant healthy enough).
If you get blown up it's not game over. The peasants will then just keep on going back and forth until they are dead.
Each time the peasants cross the field new mines are added.
The mine detector beeps faster as you get closer a mine. When you are pretty close t the mine it is highlighted yellow. This may sound like it makes the game easier but it just makes it not impossible. You can easily hit one if you're not paying attention.

Some screens of the updated sprites.

Walking right(also the people who give the peasants food)

Walking down

Idle

Thumbs up


Updated blood
Pages: 1 ... 5 6 [7] 8
Theme orange-lt created by panic