Show Posts
|
|
Pages: [1] 2 3 4
|
|
1
|
Community / DevLogs / Re: Starseed Pilgrim
|
on: March 21, 2011, 11:51:48 AM
|
I am confused; I got a key and opened the lock, but I just end up back at the home place with no seeds, and when I go out again nothing's changed.  Do... do I have to end up with more than 10 seeds or something? That seems like it would take a lot of luck if so.EDIT: I'm stupid, haha.
|
|
|
|
|
2
|
Developer / Art / Re: show us some of your pixel work
|
on: February 15, 2011, 12:19:06 PM
|
I am just concerned it does not retain enough of the character design I am going for. I'm favouring the one up from that at the moment.
EDIT: Thank you though! I am in an ungrateful mood for some reason.
Yeah, I like the second-smallest one as well; the smallest loses THOSE EYEBROWS in particular. They're all great, though.
|
|
|
|
|
3
|
Community / Versus / Re: The Snap
|
on: February 11, 2011, 09:38:59 AM
|
|
Everyone keeps warping back and forth trying to keep themselves from being eliminated, or to stop everyone else's meddling. However, following a series of wacky temporal mix-ups, the first prize is awarded to Meryl Streep, six contestants prove to have been their own ancestors, and dinosaurs ruled WWII Germany.
|
|
|
|
|
5
|
Developer / Art / Re: TIGForum Renditions! (current subject: Agrias Oaks!)
|
on: January 29, 2011, 08:04:50 PM
|
Man, I was all stoked about Agrias and then JWK5 just goes and makes me feel all bad at art  Anyways, WIP:  Just trying to sketch out the proportions, I'll probably scale it up by 2 or 3 times before doing the shading and whatever. Can't get her sword to look right and oh my god what is with her thighs blagh i suck at this
|
|
|
|
|
7
|
Developer / Workshop / Re: 16x16 pixel face crits
|
on: January 29, 2011, 11:00:31 AM
|
|
They look a lot better - just remember that one of the big things that differentiates people is face structure. All of your guys have a J-shaped nose, one pixel of space, then a three pixel horizontal mouth; noses in particular vary in shape a lot.
|
|
|
|
|
9
|
Developer / Art / Re: show us some of your pixel work
|
on: January 24, 2011, 01:22:42 PM
|
speed it up a bit
It's not really necessary to speed it up - what the 8 frame one has much more of is "snap." In this case that's just because it's faster, but there are other ways to do it. What I mean by snap is sort of hard to describe... it's like the 8 frame one goes "bam-bam-bam" while the 16 is more like "schwoo, schwoo, schwoo"  Anyhow, I guess my point is, frames don't have to be the same length, and you can use that to add power to the motions, usually by speeding up when moving into a key frame and slowing down when moving out of it (which highlights its importance).
|
|
|
|
|
10
|
Community / Versus / Re: Witch Battles
|
on: January 23, 2011, 09:37:01 AM
|
|
See G I'm in this magic battle and I'm conj'rin up some fire And da bitches all go crazy for my damage multiplier
|
|
|
|
|
11
|
Community / Versus / Re: extreme tag
|
on: January 22, 2011, 05:18:41 PM
|
please make it so that when 'it' runs out of time he explodes in an enormous mushroom cloud please i'm begging you p.s. that could also prevent people getting unlucky and hitting the 'it blob' early, since the explosion would knock everyone all over the place  p.p.s. alternately, instead of a blob, maybe the dead player hangs around as a ghost, who is faster than everyone else but only lasts until he passes his curse on. as revenge, of course.
|
|
|
|
|
13
|
Community / Versus / Re: Super Party Push Maze [Sokoban/Maze/Multiplayer]
|
on: January 21, 2011, 01:11:43 PM
|
You could make it like. Um. That other game by the guy who made Passage.  Er, anyways, point is, you could push multiple things in that game, but you pushed them much more slowly. So if you try and push 12 blocks in a row, it ends up taking the same time as if you'd pushed them individually (and thus anyone you're trying to trap or whatever has plenty of time to react).
|
|
|
|
|
14
|
Developer / Art / Re: What do pixel artists need in the pixel editor?
|
on: January 21, 2011, 10:33:05 AM
|
I use the GIMP to pixel stuff, and one feature that's annoying missing is the ability to handle animations easily; as it is, you can only manage it via the layers system, which means (among other things) that each frame has to be flattened before you export it. It's time consuming and makes it difficult to quickly switch between frames as you're working (to get from frame 5 to frame 6, you have to turn off several layers and turn on several different ones, many of which are probably just duplicates of each other). What I really want is for each frame to have its own stack of layers, with it being easy to copy a layer from one frame to another, and possibly to link layers on different frames so that changing one changes all of them. Way too ambitious, I'm sure, but it's the thing I want most.  Ooh, and a system to assign colors to hotkeys would be amazing.
|
|
|
|
|
15
|
Developer / Workshop / Re: Gah! It's a witch! Help!
|
on: January 19, 2011, 09:25:27 PM
|
Well, I have a couple minor suggestions: First, the dagger/whatsit hanging at her hip seems to be hanging the wrong way - it seems to me the handle should be pointing sort of, um, northwest, if you see what I mean. Towards her right hand. As it is it looks like she put her belt on backwards. Second, how does the front of her coat work? Above the belt it looks like the right side is layered over the left, but below the belt they're... sort of... switched... it's hard to explain. Here, I tried a little paint-over kind of thing:  Hope this helps 
|
|
|
|
|
17
|
Community / Versus / Re: From Somewhere, A Transmission... [no title yet]
|
on: January 19, 2011, 12:44:03 PM
|
|
An interesting complication might be that players who take damage actually get injured and can't move as fast, shoot as accurately, etc. So a crafty (and soulless) player might hesitate juuust a few seconds in coming to help, allowing his "friend" to be tragically bitten on the leg by a bear -- this would give him an advantage if/when he needs to kill her, but she'll also be less help, and he might need to get medicine or something to keep her alive.
|
|
|
|
|
18
|
Community / Versus / Re: Versus Games Idea Pool
|
on: January 17, 2011, 11:48:33 PM
|
|
On the subject of asymmetricity, how about an FPS vs RTS? I.e. P1 is the gun and/or sword-toting hero carving his way through the armies and bases of the Evil Generican Empire, while P2 is the Glorious Generican Republic, trying to build up armies and bases to stop the gun and/or sword-toting psychopath. On both sides, there's a difficulty ramp, since the hero will level up and find equipment, while the empire will tech up and field more and better units. Multiple heroes and empires also welcome.
|
|
|
|
|
19
|
Community / Versus / Re: Relationship the game
|
on: January 17, 2011, 11:21:54 PM
|
|
Sounds like a sort of... continuously iterated Prisoner's Dilemma. I.e. it's a competition where directly competing makes you lose. Which is awesome.
|
|
|
|
|
20
|
Community / Versus / Re: Victorian-Style Assassin Game
|
on: January 17, 2011, 11:08:45 PM
|
I think changing disguises is definitely not incompatible with the Guess Who idea. Basically, if your opponent investigates or whatever and finds out enough clues about you that you're getting nervous, you have the option to change what you look like - but it's risky, since the switch itself might give you away. There's a tension in how long you wait; if you do it too early, it's an unnecessary risk, but if you wait a long time, the field will be narrower and you're more likely to get caught in the act. Have you heard of the appropriately named Spy Party? It's got a lot of cool mechanics you might want to check out; for example, the spy has to say a codephrase which his opponent will hear, so the spy should time it so that many people are talking when he says it.
|
|
|
|
|