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

March 29, 2024, 04:03:06 PM

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1  Community / Townhall / Re: Jump for your job in Corporate Salmon, flopping onto iOS November 16th! on: October 23, 2017, 11:51:50 AM
woah, the game looks super nice and quirky. love the colors!
2  Community / DevLogs / Re: SCREENSHOTS on: May 13, 2017, 11:20:24 AM
woah, quite some time since I haven't checked out floatsam updates, the whale + depth gif is killing it @Juwdah glad to see it's going well.


Had a lot of fun making this mini arcade game inspired on Asteroid and now I finally released it!  Blink

if someone is having a little break from work  Wink > CORPUS100 <


3  Community / DevLogs / Re: Cyber Shadow - NES style ninja platformer on: February 18, 2016, 10:09:25 AM
This is exactly the thing I'd play with my power glove® it's so bad
loving this, you can never go wrong with ninjas and robots  Gentleman

I think the running animation is missing a bit of bumping up and down, any minor vertical movement.
4  Player / General / Re: Making a "speed run friendly" game on: January 24, 2016, 07:16:07 PM
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Be considerate of how you use randomness in your game, so that players have the ability to deal with bad luck.

+1, if you watch speedruns you can see how consistent these guys are with their runs and generally some bad RNG moments is enough to throw them off track.

moral of the story, use random responsibly kids

You should create a thread over /r/speedrun, I'm sure they'll have lots of things to suggest.
5  Community / DevLogs / Re: Moira - Gameboy Styled Action Platformer on: January 19, 2016, 02:34:08 PM
then attach your Oculus and make the official virtual boy experience
great progress so far  Beer!
6  Community / DevLogs / Re: Chair Fucker - A game about fucking chairs on: January 16, 2016, 01:26:19 PM
the reactions when the game is out will be priceless
*muffled screams of confusion can be heard in the distance, seems like a rather familiar youtuber voice to you*
7  Community / DevLogs / Re: Diaries of a Spaceport Janitor - an anti-adventure game by SUNDAE MONTH on: September 09, 2015, 01:47:33 PM
woah, just found out about the game on twitter and already on 90%  Beer!
love the art style and how brigh the palette is, it gives me the impression that everything is crowded and loud
8  Community / DevLogs / Re: Frog Days on: September 07, 2015, 10:01:49 AM
This will sound cliché but it does have a great nostalgic feel to it. Just like when I was a little kid playing games on my sister's win95. Also OS games, we need more OS games.

Quote
When I see the images of your game I imagine the audio being like the album Far Side Virtual by James Ferraro

and also some vaporwave stuff, for sure



9  Community / DevLogs / Re: ATLAS on: May 15, 2015, 05:03:39 PM


Lately I've been locked in my dungeon killing lots of bugs and turning some of them into features. But that's boring, let's get to the .gifs and .pngs right away.




had some time to upgrade the art, still a WIP and a bit far from the final piece but it's starting to get somewhere.


finally new mechanics tested. Using your symbols you're able to energize certain stuff, allowing you to interact with it and open new paths.


aaand to finish this phoenix down post, a more detailed concept of an area that'll be inside the demo dungeon

xoxo
10  Community / DevLogs / Re: ATLAS on: March 19, 2015, 05:31:53 PM
thanks and you're right, your eyes are not playing tricks on you  Wink
11  Community / DevLogs / ATLAS on: March 19, 2015, 02:25:21 PM



ATLAS is a top-down adventure puzzle game set in a planet with only ruins of the past civilizations/life forms that inhabited the place.

There is a strong focus on exploration in a non-linear fashion, meaning that the world is pretty much open from the start and you choose where to go next.

You are an stellar nomad, not by choice, but by the peculiar perks of your own existence(let's put it this way).

You wander the universe looking for knowledge that might give you answers about yourself.






The puzzles of ATLAS are based around the idea that your knowledge and experience in the game are the key for progression instead of abilities (i.e.: a huge gap and not having double jump).

But how do you make this gameplay-wise you may ask, that's a good question little jimmy, I'll explain it to you.

You have a set of symbols that combined in certain ways produces certain effects OR allow you to "decode doors".
(you can think of it in terms of a cyberpunkish full metal alchemist, see gif below).


Those are very simple examples, things tend to scale in complexity as you find new symbols allowing you to find new effects. You explore the world looking for combinations to have the right effect in the right place.(spoilers: some puzzles have multiple ways of being solved)

Those effects go from the basic "explode things around you" to more complex ones like accessing inverted dimensions or detach yourself from your physical body.

areas tend to be diverse, here's a concept for the desert area.



Tha main focus is to create a nice ambient to explore and to feel immersed. Even with the mysterious mood the game might set, it's generally a peaceful experience.

The game is being made by ya boy MAVW, Mark Sparling(music) and Zanini(concepts)

useful links:
@hellomavw
@Markymark665
Zanini
devlog
12  Developer / Design / Re: So what are you working on? on: February 19, 2015, 10:00:38 AM
@DwarvenArtisan - I have no idea what it is but I really like the grainy look  Tongue

I'm trying out some outfits,
going out to space & beyond,
gotta look good.

13  Community / DevLogs / Re: Flotsam: A survival building sim in a flooded world on: February 15, 2015, 08:27:00 AM
This looks really promising to give a unique perspective on the city-building and management genre!
true, we have some games like that but mainly with a space theme around it. This is one of "how no one has ever thought of that before" games. Seems like everything is going along well, it isn't really my type of game but I really got hooked with the theme. Smiley
14  Developer / Art / Re: show us some of your pixel work on: February 13, 2015, 09:57:39 AM

I think the house still need some work, maybe it's blending too much with the BG? apart from that the diethering and colors are on point  Beer!
15  Community / DevLogs / Re: RADON - Try the original 2D version! on: February 12, 2015, 09:38:53 AM
really digging that "funny" cartoon looking artstyle. kinda feels like everything is made out of candy  Cheesy
also, dat death animation
16  Community / DevLogs / Re: NeuroVoider - twin-stick shooter RL on: February 03, 2015, 11:37:27 AM
Quote
Currently there's one or two skills to repair dead players during a level, otherwise they are repaired at the end of a level. We still have to playtest this to know if dead players are not bored for too long (a level should not be longer than 7min).
Maybe something like Monaco did? Allowing players to go out of their way to resurrect players (while vulnerable in the process)
sweet artstyle, I like the colors. Looks like this will be total mayhem  Cool

P.S: Sweet beard
17  Developer / Design / Re: So what are you working on? on: February 01, 2015, 08:44:09 AM
Test tiles for my latest project...



2qt
reminds me of ittle dew, I don't think we have enough games with this cutesy doodle artstyle  Tongue
18  Community / DevLogs / Re: Udon Dreams ~ first person adventure on: January 31, 2015, 12:27:32 PM
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This will be great for letting you go places in the game you're not supposed to.  Angry
speedrunning material?  Tongue
"and then I'll put this bench here, break that window, force the collision between this peanut and the ceiling fan, wait 3 seconds and BOOM *end credits*"
19  Community / Creative / Re: End Game or New Game on: January 27, 2015, 06:49:20 PM
I'm not that big of a new game+ guy, but I get that is pretty cool to actually replay the game with different stuff if you've liked it the first time around.
It depends on the game but side quests are nice when you simply don't wanna finish the game yet, if you want to spend more time in this world before it comes to an end.
20  Community / DevLogs / Re: ChickenSword on: January 24, 2015, 06:12:52 PM
wow, pixel art is great, it goes along well with the humor.

and puns, please don't forget to put a lot puns... I can see a lot of potential for funny Transistor references as well
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