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

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1  Community / DevLogs / Re: Project Q (Working title) on: October 26, 2010, 01:10:07 PM
I have to say, the colour choice and use of scanlines make it look very nice.
2  Community / DevLogs / Re: Adventure Marne Bros on: September 25, 2010, 03:17:18 AM
excellent work. as has been mentioned, non-linear level design would be great here, or at least levels that make greater use of the vertical dimension. the tileset youre working out would shine more in that sort of application, i think.
3  Community / DevLogs / Re: Alithia Engine DevLog Splat Thread (in cyberspeace 3D matrix colors) on: August 28, 2010, 10:19:02 AM
a coachgun Smiley
4  Community / DevLogs / Re: Me and myself, like the sun and the moon on: August 27, 2010, 11:55:36 PM
i love scanlines
5  Community / DevLogs / Re: Prelude: A Side Scrollin' Zombie Fort Game on: August 27, 2010, 11:51:27 PM
godspeed  Beer!
6  Community / DevLogs / Re: Air Samurai [working title] on: January 13, 2010, 11:44:38 PM
this sounds like it could be fun
7  Community / DevLogs / Re: To the Teeth on: January 13, 2010, 02:36:42 PM
a little update. to begin with, the player will have only a single point of health, but certain items will safeguard the player from damage. the helmet he wears, for example, will protect him from some types of damage, but will fall off. the player may then collect the helmet to wear it again, but there will be an overheating timer before it can be re-equipped. for example, an explosion next to the player knocks his helmet off, the player collects the helmet off the ground, but it is still red hot and unusable for a few moments. other items may grant temporary invulnerability or temporary hit points that expire over time (whiskey) , or have limited use that activate upon taking damage(morphene).

all enemies will drop a weapon. they will have individual ammo reserves which will deplete as they fire at you, so if you want their weapon, its best to kill them before they use all the ammo for it, although there will be other ways to collect ammo. there will be a limit to how many weapons the player can carry at once, which will start at 1 and increase until it reaches 4, although i havent decided if this should be determined by experience, game progress, or some other mechanic.
8  Community / DevLogs / Re: Worming Death on: January 13, 2010, 01:34:54 PM
i like the art style
9  Community / DevLogs / Re: SadMoons: Clouds of Melancholy 2 on: January 13, 2010, 11:27:51 AM
either way, the aesthetics are already doing it for me Smiley
10  Community / DevLogs / Re: Treasureline on: January 13, 2010, 11:25:26 AM
I can identify with you situation, ive got a team project on hold too, and i often when my partner is going to get back to me with something :S

nevertheless, i eagerly await whichever of these is released first
11  Community / DevLogs / To the Teeth on: January 12, 2010, 01:42:14 PM
To the Teeth is a platforming shooter that I'm working on.
I actually have a number of projects on the go in different stages of completion, so I will probably post other devlogs for them soon. I am undecided as to what I want to finish first, and I want to see what sort of feedback they get here.

To the Teeth is in very early stages, but I do have a test room to share, try it out and let me know what you think.



DOWNLOAD TEST ROOM
http://www.mediafire.com/?u1zmmuz2q5y

there are still some placeholder graphics, notably the explosions and the damaged barrels, and the character graphics will see some polish as well. nothing is really set in stone yet, besides the tiles.

the player can move around with the the left and right arrow keys, the up and down arrow keys are for aiming the current weapon, x is for jumping, and c fires the current weapon, which at the moment is a rocket launcher. I intend to add lots of other weapons.

the weapon fires in the direction you are facing, or if you are aiming up or down, it will fire in that direction instead. the rocket launcher is single fire, so you must release c in order to fire again. it also has a timed reload, something which i will later indicate with a sound or graphic. the barrels in the room explode, as you might have guessed, and can cause adjacent barrels to explode as well.

i have no estimates about when this will be finished, however I will update the devlog when I make significant changes. I am currently working alone on this project, but my programming skills are still rather humble, so if you are interested in programming for this project, let me know.
12  Community / DevLogs / Re: Red Rogue on: January 12, 2010, 10:22:20 AM
this is looking really good so far. the limited use of colour is a very nice touch.
13  Community / DevLogs / Re: SadMoons: Clouds of Melancholy 2 on: January 11, 2010, 11:42:54 PM
'art game' always seems redundant to me.
14  Community / DevLogs / Re: Megu Mang on: January 11, 2010, 11:41:47 PM
i also like the silhouettes. work great with your bright background
15  Community / DevLogs / Re: Futurology on: January 09, 2010, 10:35:40 PM
lemming is right, tig is a great place to pick up team members. there are lots of talented individuals browsing tig on a regular basis, so i consider it a very valuable resource. i cant say how taking on another programmer will affect your friendship, but if his motivation to work on this is consistently so much lower than yours, its really best for you to find someone more dedicated to do the job. quite possibly your friend just views it as an occasional leisurely activity that might be finished someday, or might be left in the lurch. Personally, I love the look of it and I really hope this one sees finishing.
16  Community / DevLogs / Re: duck! on: January 09, 2010, 10:20:44 PM
looks good. especially that duck sprite, i love it.
17  Community / DevLogs / Re: Build Up! (Build 0) on: December 26, 2009, 06:25:15 PM
the concept reminds me of Genetos. sounds great, ill definitely keep track of this
18  Community / DevLogs / Re: Red Assault - turn based strategy on: December 19, 2009, 02:11:04 AM
the art looks great. looking forward to this
19  Community / DevLogs / Re: Red Rogue on: December 15, 2009, 11:37:09 PM
ill be keeping an eye on this Wink
20  Community / DevLogs / Re: Wishes Above Clouds on: December 12, 2009, 12:37:10 AM
well i certainly like the art you've posted so far
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