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Developer / Playtesting / kooltool - wip experimental game maker
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on: August 07, 2014, 08:28:37 AM
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hi, i'm looking for people to test my game maker i'm looking for feedback on bugs, design issues, and i also want to see what people can make with this - i'd love to see screenshots http://ragzouken.itch.io/kooltoolTHINGS TO NOTE * i've only been making it for two weeks so it only supports making games where you walk around the map atm - the game picks a random entity to be the player and the rest of them move randomly about the map * for the same reason the interface is awful (though please do give detailed feedback on it anyway, i might overlook something you didn't) * i'm not sure if the osx/linux versions export valid osx applications - would really appreciate someone confirming that if you're interested, the development thread is here: http://forum.makega.me/t/kooltool-tile-editor-to-be-nano-game-making-tool/1112
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Player / Games / Re: gone home
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on: August 15, 2013, 03:49:01 PM
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it's probably for the best since you can't use the hand soap either
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Developer / Playtesting / soundmap i (audiogame)
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on: May 08, 2013, 01:00:09 PM
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Hello, I am playing at making audiogames (games where the only output is audio). I created a very unplayable one for Ludum Dare and with feedback from that I have created a proof of concept for an audiogame interface idea: http://you.mongle.me/games/soundmapi.htmlThe game is very simple and easy; I would like feedback on how easy it is to understand the meaning of the audio output and how easy it is to visualise and learn the layout of the map each time. The audio itself is pretty shoddy, I know. I'm also made mouse / keyboard analogue stick emulators for it, so any feedback on how they could be improved would be appreciated as well. Thanks.
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Community / DevLogs / Re: Screenshot Saturday
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on: April 06, 2013, 05:37:17 AM
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Does it zoom out in 3d at the end, or does it scale in 2d? Would be cool to be able to play it in a monkey ball perspective almost maybe.
I'm using a 2D framework ( LOVE) so the 3D for the win sequence is hacked in a way that probably wouldn't be reliable enough for gameplay. Also the platforms don't carry the player along with them so I think it'd be hell to play with a much more restricted view. I think the next version of the framework is adding something that will incidentally make 3D effects easier, so I might be able to try it out 
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11
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Community / Jams & Events / Re: New jam: Whammy Jammy. Music and sound.
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on: September 09, 2012, 11:07:26 AM
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I am interested in this - I really like the music games I've seen so far (BIT.TRIP RUNNER being a favourite), but I really don't know the first thing about what makes music. Without some kind of music for noobs primer I don't think I could participate.
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Community / Creative / Re: help, im new :D
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on: September 05, 2012, 12:29:43 AM
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I don't really like Lua because of the lack of object/class-oriented programming, but overall, it's a pretty good language.
There are a few libraries linked on the love wiki that are basically: include a file, receive classes, so you don't really have to worry about that (the first thing I do when I start a project is copy these in  ). I've been using love for the last few months and found it pretty good for just getting down to business. It has some really neat libraries within easy reach - built in box2d for physics, hardoncollider library for collision, hump library for classes/vectors/camera transforms/etc. It even has really easy to use support for GLSL fragment shaders, though I'm only just looking at those recently. I'm from a programming background, and I started with Python anyway, so I have no idea if lua itself is easy for the beginner - it's probably fine once you work out how to use tables as lists/sets/dictionaries/tuples.
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Developer / Playtesting / Re: Dear Derek (feedback required)
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on: August 14, 2012, 08:04:48 AM
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I've answered the questionnaire. I think you have a bug that might be caused by dying when under the effect of the low gravity zones (blue squares): you seem to continue to do huge jumps every time you replay until you beat/quit the level.
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Community / DevLogs / driftoo - train shooter
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on: August 14, 2012, 07:00:24 AM
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driftoodriftoo is a project I began on the whim of wanting to make a game inspired by . Now, having made an okay top-down train simulator, I am intending to make a scrolling/rail shooter style game. I imagine the greatest design challenge will be to make the most of the limited ability to manoeuvre/dodge when constrained to rails. There any gameplay to see yet, just this demo of the trains and some mock guns. Controls
- up/down: accelerate/decelerate
- +: decouple all carriages
- -: switch tracks
Download
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