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141
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Community / DevLogs / Re: Tiny Dangerous Dungeons
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on: November 20, 2013, 06:44:37 AM
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It is just so fucking annoying, not because the platformers or enemies are badly designed, they aren't, but the controls are badly designed. I guess it's hard to please everyone when it comes to controls. I really liked the controls and think that the air movement works perfect for me to land where I want to. I never thought while playing that I got hit or fell into the water because of the controls, even when running at high speed (I really liked running through the game with almost no pausing). I assume it just has something to do with how different people play platformers. Some time their jumps by holding the jump button just enough to make it, others press it all the way through and then navigate in mid-air, it's a very complex matter. After I got the knife I started to run around like a madman, and indeed it became actually MUCH easier to move around... So yes, indeed the controls suck if you are a methodical low-speed player. :/
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142
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Community / DevLogs / Re: Nono's Adventures in Amazonia (Point and Click Adventure for Tablets and Phones)
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on: November 19, 2013, 11:01:54 AM
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Alright, what happened:
First, we had a veeery long meeting, with everyone of the project, I like the new direction so far.
Also we decided to re-create the main character, the new character proposals look promising, I don't know if I can post them here or not, so I won't for now, if I get allowed to post them, I will.
As for the coding, the first basic internal prototype is done, it can load saved games, load the assets, display things on the screen, handle memory, that sort of basic engine stuff, the next milestone is a fully functioning first level.
The first step to make that, will complete the item and inventory system, the previous prototype did not had one, so the "solution" was just click at the objects in the screen in the correct order, this was VERY confusing, and people usually won levels by doing stuff randomly, also people never felt smart for finishing a level, so now we decided to have items and inventory, although still somewhat simple (you have not much items at the same time for example, we will do our best to design levels so that you never have too much items at once)
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143
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Player / Games / Re: DotA 2 Thread
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on: November 18, 2013, 09:29:38 AM
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I absolutely love earth spirit. He is so unique but so balanced at the same time. Its so much fun to fling rocks around the map at people.
I absolutely hate it. Its players keep bowling at my Drow like if I was a bowling pin.
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145
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Community / DevLogs / Re: Tiny Dangerous Dungeons
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on: November 18, 2013, 08:47:07 AM
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I am trying again, and getting VERY. VERY, VERY upset with the jump mechanics.
The character air control is terrible, it is very "floaty" but also sorta slow to control, I am stuck in that sequence of jumps near water in that room that has a locked door, and I only land jumps when I try to NOT use air control and just jump directly toward what I want, every time I need air control (for example to land in tiny pilons, or to avoid surprise enemies) I fall in the water.
It is just so fucking annoying, not because the platformers or enemies are badly designed, they aren't, but the controls are badly designed.
EDIT: found a bug! pressing the knife button while seeing a item message (for example by finding a key) plays the knife sound fx
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146
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Community / DevLogs / Re: Tiny Dangerous Dungeons
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on: November 15, 2013, 10:58:19 AM
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I still dislike the background color.
But I liked the game.
But it is fucking evil hard O.O
But I liked it anyway.
I am at my company now, and my associate is frowning at me playing instead of coding my own game, so I try to play it to the end later.
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148
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Community / DevLogs / Re: FROG SORD
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on: November 14, 2013, 03:36:24 PM
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I must ask... Is this at least partially inspired in Chrono Trigger frog?
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149
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Developer / Technical / Re: Programming jokes
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on: November 14, 2013, 10:37:37 AM
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There are only 10 types of people in the world.
Those that understand this joke, and those that does not.
This is so old  The topic is about programming jokes, not NEW programming jokes  It looks like you never saw how a programmer understand text 
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155
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Community / DevLogs / Re: The Girl and the Robot
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on: November 14, 2013, 08:34:56 AM
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I hope your kickstarter succeeds. Although it is not a example of great quality, I liked it overall. But I still suggest you make some adjustements for the opening fight thing... It looks confusing, and VEEERY cheesy. But seriously, you are talented 
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156
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Player / Games / Re: DotA 2 Thread
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on: November 14, 2013, 08:15:00 AM
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Is my impression or the bear druid is overpowred?
I went some matches both against, and with it, and it can seemly tank towers easily, I've saw level 3 bear druid diving in the tower with its bear and killing opposing heroes many times in a row.
Or the most recent game with one on my team, he ignored the team, he was never present in teamfights, he would just wander around the map jungling, and when he needed cash, he would go and kill some towers, with 3 heroes pounding him... That hero is seemly impossible to kill without nukers (that can avoid the bear and nuke the druid)
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157
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Community / DevLogs / Re: Sprout's Tale- Fantasy Platformer
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on: November 14, 2013, 08:00:14 AM
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First, it is intentional that the enemy being killed by rain is confusing with the background? Usually enemies looking like that background is bad idea. Second, why rain kills it? Also, I liked the art in general, and the premise. And... WHY NAVI??? WHYY?  WHYYYYY? 
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160
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Community / Townhall / Re: King Voxel Kickstarter
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on: November 14, 2013, 07:32:38 AM
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There was not another game here on TIG that was a arena shooter with voxels?
@OP
Seriously, fix your colours before bringing more attention, or people will insult you so much the insults will bury you and be your grave.
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