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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 09:04:50 PM

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1  Player / Games / Re: Armikrog (successor to The Neverhood) kickstarter! on: June 25, 2013, 08:48:05 PM
Yup. It's definitely gonna make it now. Just keep showing it your support!
2  Player / Games / Re: Armikrog (successor to The Neverhood) kickstarter! on: June 24, 2013, 10:04:36 PM
It'll only make it if we believe it's gonna make it and get behind it!
3  Player / Games / Re: Armikrog (successor to The Neverhood) kickstarter! on: June 24, 2013, 07:48:39 PM
This has 2 and a half days left now! It's well on track to hit the goal, with 50k made yesterday. Just needa keep that up and push it higher!

Also, I finished the Armikrog/Neverhood fan video I've been working on for a week.




You should also check the "Making Of" video I made for it. It has a lot of cool information about how everything was done.


4  Player / Games / Re: Armikrog (successor to The Neverhood) kickstarter! on: June 02, 2013, 10:15:06 PM
So this isn't going to get to its goal if it keeps going at the rate it's going. Average donations yesterday was $16,000. Average donations per day needs to be 20k to make it. They need your money!
5  Player / Games / Re: Armikrog (successor to The Neverhood) kickstarter! on: May 31, 2013, 01:40:40 AM
I'm pretty excited about this! Really wanna see them reach some (unannounced) stretch goals, so I'm hoping more and more people decide to back them.
6  Player / Games / Re: Indie games with zombies ? on: September 19, 2010, 11:46:39 PM
Don't forget Zombiepox!
7  Player / Games / Re: Spelunky Level Sharing Thread on: September 19, 2010, 01:04:27 AM
Well... After no one has done anything with Spelunky for half a year... I finished a level of mine.

It's a puzzle level in 3 parts. The first part focuses on exploding enemies in interesting ways. The second part focuses on a snake which you have to maneuver to get to the end. The third part is more of an action level, making it the hardest of the three. It features a damsel which you have to utilise and get to the end alive.

Anyone who figures it all out, or finds a sequence breaker, gets a cookie.

I'll post a solution video if enough people play it.

Update:
I fixed a few problems, and added colour coding to the parts! Now each part's ground corresponds to each world in the normal sequence. Also, know that there's no point trying to do stuff on higher coloured ground when you're on a lower part.
Puzzle Abuse 1.0

You will also need Spelunky 1.0b for SPIKES TO NOT KILL YOU SO EASILY. It's still available at derekyu.com: http://www.derekyu.com/games/spelunky_1_0b.zip

Reply if you're stuck! I'll give hints.
8  Community / Indie Brawl / Re: Indie Brawl: Support Characters on: July 20, 2010, 11:23:23 PM
I like it. He should appear unstretched, wait a second for players to do what they want, then stretch to full height.
9  Developer / Playtesting / Re: Hi, I'm Spoonweaver and this is my game SLIMES! on: July 16, 2010, 03:32:53 AM
I finished all 50 levels and I can say that it was a good game. A fast forward button is definitely needed, and also being able to click to advance levels.

I was about to rage at the last level, but then I realized what I had to do. It was a really nice end to the game, I liked it.

The only thing I didn't like about the game was that the intended solution for every level was always the hardest one. It was always too easy to figure out a much simpler solution and "cheat" the whole idea of the level. I'd like it if you limited the resources to the bare minimum and "force" the correct solution.
10  Developer / Playtesting / Re: You Have No Legs (Work In Progress) on: July 15, 2010, 08:58:22 AM
If you dunk your head in the save water and quickly take it back out again (maybe within 1 or 2 frames) the screen stays blue.

Nice work, the name attracted my attention because I am also making a game where you have no legs Smiley.
11  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: July 15, 2010, 08:35:06 AM
I'm making a Street Fighter style fighting game. It will feature real-life footage for the characters, but in a game-looking world. The plot is pretty much, people get stuck in game, must fight to get out.

It's called "Fight" at the moment Cheesy. I don't have many good ideas, but I know I want it to be 1 or 2 words long.
12  Community / Indie Brawl / Re: Indie Brawl: Stage Design on: July 07, 2010, 06:53:10 AM
Well that shows you how good's the education is down here. Even if I watch a lot of English videos on youtube, I still have to learn a lot of things and rules about the English. [Or "the English language."] and Even if I do learn them, some things can't be translated easily. Shrug
Cheesy

You could also capitalize "youtube", but I'm not too fussed.
13  Developer / Technical / Re: Programming Languages and Compilers (WIP) on: May 22, 2010, 04:44:08 AM
Perl and SDL is really good. You get the flexibility of Perl... and SDL is good too. It's also fully cross-platform, which is always a plus.

Windows - www.strawberryperl.com
Linux/Mac OS X - You already have Perl

Then the easiest way to install SDL is to run these 2 commands:
cpan Alien::SDL
cpan SDL

You can find the docs at www.sdl.perl.org
A packager called SDLpp.pl is included with SDL in the scripts folder for packaging your game up into an exe, so you don't need Perl or SDL installed.

Have funnnn.
14  Community / Indie Brawl / Re: Indie Brawl: Spelunker on: May 21, 2010, 02:40:06 AM
Whip animation looks great now, I'm just scared it's not going to hit behind the Spelunker at the start of the animation like it does in the game. It really needs to.

Also, the arrow idea is perfect for the ^A, and even more perfect because the charging of it like Yoshi's egg will make perfect sense because it's a bow and arrow.
15  Community / Indie Brawl / Re: Indie Brawl: Nightwalk Stage on: May 11, 2010, 11:42:01 PM
It's looking very good. The background needs some work... and is it a bit small?
16  Community / Indie Brawl / Re: Indie Brawl: Guarding on: March 23, 2010, 10:19:41 PM
Give every character an idling move (GK's absorb, Naija's reflect, Blue Knights shield, etc.). Put them on the same key for every character (say, neutral S), then just let them dodge by pressing arrow keys while holding that move. Means you don't have to have a new key. Means every character is still unique, and it only means every character needs some sort of idling move.
17  Community / Indie Brawl / Re: Indie Brawl: Meta on: March 11, 2010, 04:02:08 AM
Then it's not more powerful than the doomsday...  Shrug
18  Community / Indie Brawl / Re: Indie Brawl: Meta on: March 10, 2010, 10:45:34 PM
If you want it to be less powerful... Just make it so if you use it in the air, it has to wait until you hit the ground before it can do anything.
19  Community / Indie Brawl / Re: Indie Brawl: Support Characters on: March 10, 2010, 04:02:41 AM
It would have to also stop or slow down the music to be authentic Smiley
20  Community / Indie Brawl / Re: Indie Brawl: Gish on: March 08, 2010, 04:59:12 AM
Awesome portrait, dudes! Honestly, I never saw any potential in the second portrait... the first one is perfect.

One thing I have learned though... Gish needs to grin in some of his moves. The grinning he does is the best thing about him as a character.
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