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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 02:22:42 AM

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1401  Community / DevLogs / Re: Ground Breakers - Turn based strategy on: August 11, 2015, 05:35:42 PM
Interesting project. In your video why do a bunch of the tiles shake around? It looks like some sort of physics bug to me but it might be a feature?
1402  Player / General / Re: My theory on Unity and commercial engines' popularity on: August 11, 2015, 02:11:26 PM
For me, switching to Unity was a relatively cold business decision. It makes porting your game to any platform much easier and it has a lot of features that would be time consuming to do on my own like loading in 3d meshes in a lot of different formats, particle systems, audio systems etc. There are even plugins you can grab to do online multiplayer pretty quickly.
1403  Developer / Playtesting / Re: Super Divernaut - alpha demo on: August 10, 2015, 04:42:28 PM
The jellyfish annoy the hell out of me. I think its a bit hard as it stands. I managed to get the Dynamite once then I always wound up getting killed by jellyfish.
1404  Developer / Playtesting / Re: Project Dimentia Bodhisattva on: August 10, 2015, 12:02:58 PM
Yeah, it was pretty laggy on Firefox for me, looks interesting though I'll try it on Chrome later if I get a chance.
1405  Developer / Playtesting / Re: Genkido on: August 10, 2015, 11:55:58 AM
Nice, easy to figure out how to play and I like the wall effect with the squares.
1406  Developer / Playtesting / Re: Burn Everyone Prototype on: August 10, 2015, 11:50:56 AM
I got a 404, did you take it down?
1407  Developer / Playtesting / Re: Ghost Mansion - First Game on: August 10, 2015, 11:48:47 AM
Hi Yohiner,

You might want to post in the introduction thread here http://forums.tigsource.com/index.php?topic=45.0

Feedback:

The BGM was unbearable after a minute or so and it doesn't loop seamlessly. Also it was unclear if I'm supposed to stop ghosts from getting to the top or what. Also IDK how to deal with the OJ skulls without getting hurt, do I just let them go?
1408  Developer / Playtesting / Re: YOU HAVE ALL THE GUMZ on: August 10, 2015, 11:37:53 AM
When does the soundtrack release?
1409  Developer / Playtesting / Re: JRogue on: August 10, 2015, 11:35:18 AM
I agree that this is a pretty fun little game. I didn't have any problems with the camera movement or attacking and clicking being the same thing. It all worked smoothly for me.

It might make sense to call the strength potions attack potions. That's mostly just nitpicking.

Good work.
1410  Developer / Playtesting / Re: Dark Tourism on: August 10, 2015, 11:18:51 AM
I probably did it wrong, I hit Start Game without thinking about it too much and yes I saw negative numbers so I just clicked one of them. As a player I really don't know what's different about new vs start.
1411  Developer / Playtesting / Re: Firefly Evasion on Appstore on: August 10, 2015, 11:15:34 AM
I saw the video, that game over SFX, while hilarious at first, might get a bit tiring after multiple plays. Edit: You might consider only playing it after you get a new personal high score so it doesn't wear thin.
1412  Developer / Playtesting / Re: T-Drive (Online Space-Themed TBS Game) on: August 10, 2015, 11:11:34 AM
Looks like its got some potential, you should post a build when you can.

Also you might want to post in the introduction thread: http://forums.tigsource.com/index.php?topic=45.0
1413  Developer / Playtesting / Re: Dark Tourism on: August 10, 2015, 11:06:14 AM
Wasn't sure what to do at the first menu hit a button and got this with music and nothing happening:



Windows 8 Firefox.
1414  Player / Games / Re: Jonathan Blow and The Witness on: August 08, 2015, 01:30:50 PM
Thinking it over a bit more, if the game has 600 puzzles and each one requires a day of polish that's basically 2 years worth of work. So that makes sense as to why its taking so long. I just hope the game isn't too big to enjoy as a player.

My friends and I joke that the game is already out and the first puzzle is figuring out where to buy and download it  Wink
1415  Player / Games / Re: Jonathan Blow and The Witness on: August 07, 2015, 11:46:34 AM
That's probably it. Having the resources to nail down every detail on such a big project must be nice.
1416  Player / Games / Re: Jonathan Blow and The Witness on: August 06, 2015, 03:57:26 PM
I've been looking forward to it for a while:

this trailer was a few years ago. It seems pretty complete, I can't quite understand what's going on in the dev process.

Edit: I've also seen Jon Blow tweet about having 600 or more puzzles in the game already, so a good deal of the game has to exist already. 
1417  Developer / Playtesting / Re: Don’t touch the hooks! on: July 17, 2015, 08:16:34 PM
Having an Ad *every* game over is a bit much, might want to do every 3 or so.
1418  Community / DevLogs / Re: Speedway Heroes (Playable Now) on: June 10, 2015, 03:48:16 PM
Adding tollbooths to make check points more clear:

1419  Community / DevLogs / Re: Speedway Heroes (Playable Now) on: May 30, 2015, 06:24:00 PM
Adding in some coins, I still want to add more personality to them. I'm thinking of making them tied to sponsorships from fake companies:

1420  Community / DevLogs / Re: Speedway Heroes (Playable Now) on: May 12, 2015, 04:20:05 PM
@marcgfx good points all. The idea for now is to make the game fun and then polish things like impact sounds and better horse animations etc. I'm working on adding in a lot more objectives and structure to the single player mode in the coming weeks which is the top priority for now.
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