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1411284 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

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61  Developer / Business / What is needed for a Kickstarter campaign? on: June 15, 2013, 12:29:26 PM
Hello, people of the ethernets! I've been thinking about starting a possible Kickstarter campaign for a while now, but I am hesitant because I'm unsure of exactly where to start! As a single-person development team, do I need to form my own company to use Amazon Payments, or can I simply sign up as an individual and still do business though the service? And, if I need to form a company of some sort, where can I find the best information to do so?
62  Community / DevLogs / Re: Duel of the Disks- A local multiplayer minimalistic fighter on: June 12, 2013, 11:41:56 AM
Well, I have a very fickle-y mind, and I haven't been working on this game at all for a couple of months now. I've started work on a couple other projects, so I'll be putting this one on hold till I feel ready to return to it.

The good news is I'll give out a current build of what I already have which includes a score system, 2 player support, and 2 levels.

https://www.dropbox.com/sh/bm0z5e5uss7jlt5/c71NBihkV1

This project will be on hiatus while I tackle my two other projects.
63  Community / Creative / What game do you want to see made that hasn't been done already? on: June 08, 2013, 05:10:31 PM
This is a simple question that I thought to myself many weeks ago, and I finally thought it would make a fun topic for giving people that spark of inspiration that can be so hard to bring to life.

The game I would LOVE to see be made would be a horror/survival/FPS/roguelike. The game would be set in a randomly generated town, city, or farm, and the player would have to survive against a single unknown threat for as long as possible or until he/she finds its weakness.

The game would take in every single monster/alien that has been created and use a different one for each new game. The player may be fighting a sasquatch, the Mothman, or the Thing; anything you could think of. The game would have NPCs roaming about that the player could talk to to learn things. They could be killed off by the monsters or they could be recruited as well to help you fight.

Say the Thing -or a likeness of it for copyright reasons- takes over a police officer. A player could recruit said pseudo-officer to help them fight the still unknown monster, and then it could turn on the player and kill him/her when they least suspect it. Maybe they would be fighting the blob, and they would only find it when it grows to gigantor-Katamari-house-size and it would be near impossible to kill. They may have to hide in closets from Amnesia monsters or Slenderman, and they may have to get in a car and run for their life from a UFO.

The game would randomly generate the town each time, as well as optional buffs and weaknesses that could be added to the monsters if the player wanted; like the Thing only being killed by water and Slenderman by a silver bullet. The game's settings could also be tweaked by the player in a sandbox mode so they could choose each buff or weakness or the possibility of fighting multiple monsters at once.

Someone please make this game (preferably in Unity) so I can play the heck out of it for the rest of my life!:P
64  Community / DevLogs / Re: Project Rain World on: May 25, 2013, 01:33:35 PM

And a little animation for the player:


Would this possibly be used while the game is loading, too? It'd make a cute loading icon!
65  Developer / Playtesting / Ludum Dare build of MiniMaul Released! on: April 29, 2013, 05:13:48 PM
Hey all! I participated in LD26 this year, and I'm worn out. I made MiniMaul, a randomly generated action platformer. You play as a ninja who can throw a single shuriken at a time, and you must make it to the flag at the end of the level.

I didn't get as much into MiniMaul as I wanted, but I do plan on releasing new versions for quite a while till the game turns out like I envisioned. This here is only about 30% of my original idea.

Things I plan to add:
1. More level variations
2. More enemies
3. Bosses!
4. An actual storyline
5. Multiple levels generating different terrain

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20248
66  Community / DevLogs / Minimaul- Randomly generated action! (LD26) on: April 26, 2013, 05:42:05 PM
EDIT: Idea totally scrapped, and now it is changed. More details soonish.
67  Community / Competitions / Re: Ludum Dare 26 on: April 26, 2013, 05:28:42 PM
30 minutes!!!  Crazy
68  Community / DevLogs / Re: Duel of the Disks- A local multiplayer minimalistic fighter on: April 26, 2013, 11:24:13 AM
Here's a basic design for a cloud level I'm naming "Icarus."



All the fluffy bits can be destroyed, so that can lead to some fun fights. I'm thinking about making another cloud map made up of a mountain of clouds in the middle that can be tunneled through. Thoughts?
69  Community / DevLogs / Re: Duel of the Disks- A local multiplayer minimalistic fighter on: April 25, 2013, 02:39:12 PM
Wouldn't mind a tron disc battle game. A destructible flying level wouldn't be bad either  Beg

Done. I think I'll make it cloud related...

I'd definitely play that Smiley Will it be available on Linux?

I wish. I only have GameMaker 8.1, which only supports Windows. I am going to be starting up a Kickstarter sometime this summer for a game I'm working on, and that'll help me buy GameMaker studio (which supports mac and Ubuntu). Then I'll be sure to release this for those systems as well.
70  Community / DevLogs / Re: moonman (v0.3 win+osx 01/02/13) on: April 24, 2013, 06:22:47 PM
Alright, the game looks intriguing, and the sprite editor looks SEXY  Kiss Sign me up for the standalone release too, please!
71  Community / Competitions / Re: Ludum Dare 26 on: April 24, 2013, 06:16:54 PM
Im in, first time  Smiley

I'm getting some mixed messages about whether I can use 2d toolkit (a 2d framework for unity) in the compo. What do ya think?


Good luck to everyone!

I'm pretty sure you're able to use whatever you want to. Good luck on your game, and have a stress-free weekend  Big Laff!
72  Developer / Business / Re: What should I expect to pay for graphics on: April 23, 2013, 08:03:18 PM
Im no expert or amateur on the subject, but I think that many different artists will price themselves at different costs. Here's one company that does the art for AVWW2: http://heavycatweb.net/hcs/pricing.html They have prices for RPG sprite characters at 100+ dollars. This seems fairly high to me, though.
73  Developer / Business / Re: Is it wrong not wanting to make money from games dev? on: April 23, 2013, 07:53:46 PM
I don't really know where I fit in with freeware vs commercial. I've been "programming" for years in GameMaker using D&D, and I've made a few weekend projects, but now I'm working on my first full game that I'm planning to sell to pay for (at least part of) college costs. I kinda feel like I shouldn't be selling this game, since I'm no Notch, Jonathan Blow, or Phil Fish (lol). I'm not an amazing programmer, artist, or musician. I'm not even outta high school yet! Is this feeling normal(ish)?
74  Community / Competitions / Re: Ludum Dare 26 on: April 23, 2013, 02:35:19 PM
 Waaagh!... wow. Thank you. I completely forgot that it was this weekend. I missed the last one, and I swore I wouldn't miss another.
75  Community / DevLogs / Re: Delver on: April 17, 2013, 02:07:34 PM
There's been plenty of modding going on in this thread, just have at it.

You don't have to edit the jar file itself though, if you get the files from inside it you can put your modified version in a folder called assets, if there is a folder called assets inside the same folder as where the delver jar or exe is it will read from and use files from that folder instead of the internal files.

Couldn't find a file called assets, but I just went over the images labeled items and such and edited over them. I'm try to make a sci-fi/megaman style version of the games graphics. I'll post some stuff here when I finish.
76  Community / DevLogs / Re: Delver on: April 16, 2013, 03:27:36 PM
Wow, ok. I did not know this game was for sale as an alpha. BOUGHT  Kiss

EDIT
I've been enjoying this quite a bit, currently on level 7. Can't wait to see how this comes along!

EDIT EDIT
Do you mind if I go in with winRAR to mess around with the graphics for personal use?
77  Community / DevLogs / Re: Faster Blaster = Metroid + Blaster Master Mash-up on: April 16, 2013, 02:22:35 PM
Schrompf: Yes sir, very difficult to play, but I do wonder if I could make a game that looks like this on purpose and is playable.

As I was watching the video, I thought these graphics could be made into an interestisng game of its own.
78  Community / DevLogs / Re: Faster Blaster = Metroid + Blaster Master Mash-up on: April 14, 2013, 05:56:00 PM
Ok, this sound epic.
79  Community / DevLogs / Re: Duel of the Disks- A local multiplayer minimalistic fighter on: April 14, 2013, 01:25:12 PM
Does the game have levels/arenas with objects to jump around on, and cover options, or does the game focus on "open air" combat, like a Mortal Kombat type of game?

I'm planning for combat to involve lots of platforming and jumping, so more of the former. I do plan on having a level that is completely flat, though, which is a bit more like something from Mortal Kombat. I'm trying to emulate the simple controls of games like 0Space and Nidhogg (which I need to play sometime if I ever get the chance).



I've been trying to figure out controller support, but I've decided to use JoyToKey for now. It works perfectly with an NES controller!  Grin
80  Developer / Technical / Re: Dojo Framework: a simple 2D and 3D game engine on: April 14, 2013, 11:56:53 AM
I have no idea how to do any coding with C++, so I went and started downloading Visual Studio 2012. Let's see if I can learn this language  WTF
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