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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

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41  Community / DevLogs / Re: 5734L3R on: March 04, 2013, 11:34:09 PM
if this never became a game but still lived on as an animated short/series, I'd still be pretty damn interested in it. hope you keep at it.
42  Community / DevLogs / Re: Open World Game on: February 25, 2013, 11:15:00 PM
Checked in a pretty decent sized update last night to the game, if you haven’t played through yet you can here:

Play v004

I spent most of the weekend building in rough spaces for the empty blocks in the existing city space, focusing on setting up fun lines leading to jumps and other creating potential places where you can get out and explore. For instance, I created a 3 level apartment complex with interior staircases and hallways that will eventually lead to some apartments to check out. The back has a semi-covered parking area that opens up into a fast food drive-thru line. There’s a lot of neat little places to discover between and behind buildings that will provide points of entry to otherwise inaccessible places. Most importantly, driving around is still really fun and the new ramps are great (if you can land the jumps…)



I put in a little work on the interactive objects side, adding a new component based object type that requires different parts to operate (in this case a ‘radio’ missing a battery). Also, most things you can interact with now give you a short self-description when holding Q while looking at them. None of this is groundbreaking by any means, but it’s fun to quickly prototype out these ideas and think out fun ways to eventually use them in an open space.
43  Community / DevLogs / Re: Open World Game on: February 19, 2013, 10:28:12 PM
thanks guys!

The first screenshot clearly shows that it's an open world Soda Drinker Pro clone! http://sodadrinkerpro.com/

haha, I didn't know this existed Smiley There will definitely be drinking, but more of the icee/slurpee variety.

What will be the main gameplay in your game?

My focus is still on exploration, in and out of the cars. I think it will be fun to find and collect stuff, as well as discover places that are only accessible with stunts, like a rooftop entrance that you have to jump a car onto to reach. Maybe some light platforming when on foot, jumping between buildings. Really, I'm trying to stay away from fetch quests and the like and hopefully give you enough options that you can craft your own experience.
44  Community / DevLogs / Open World Game on: February 18, 2013, 07:14:18 PM
Open World Game (temp name)

PLAY NOW!
latest version: v004 - 2.25.13

Open World Game is a first person, open world game focused on exploration and action. My hope is to make this a design-minimal game and instead provide the systems and agency to allow people to play and experience the world in a much more open way. This started out as my February entry for #onegameamonth but I'm having a blast working on it so I'm going to continue building and growing the world into something much bigger.

Latest Images
click to embiggen




Currently, there's only about 1/8 of the city size I'm hoping to have blocked out in the world and most of it is empty streets for the time being. Looking forward to everyone's feedback, give the game a run through and let me know what you think!
45  Player / Games / Re: Annual TIGSource Best Indie Games of 2012 Poll on: December 18, 2012, 11:01:44 PM
hmm, guess I didn't play a lot of new releases this year, but I liked these a lot:

tiny and big: grandpa's leftovers
really big sky (I think this was a 2012 release)
hack slash loot
qrth-phyl

46  Community / Sports / Re: Ultimate Sports (in 3D) [FINISHED] on: December 01, 2012, 04:57:15 PM
This is pretty fun, I especially like the guy's expressions when he reaches his seat. Seems genuinely enthralled with the event.

Something that may be help the challenge a bit would be to increase your speed the longer you go. Along the same lines, I also wish the initial impact had a little more force so the fall felt more violent/exaggerated. Round it out with some snapped-celery sound fx as you tumble down.

Good stuff, glad to see some unity in here too  Smiley
47  Community / DevLogs / Re: Environmental Station Alpha [trailer up!] on: June 24, 2012, 08:57:23 AM
fantastic trailer
48  Community / DevLogs / Re: Full Metal Pixel on: April 10, 2012, 09:37:39 PM
ya, this looks fucking rad
49  Community / Competitions / Re: TIGS Compo Idea Pool - Thread 2 on: March 20, 2012, 10:37:20 PM
new compo, new theme. make it happen!
50  Community / DevLogs / Re: Lone Survivor on: March 10, 2012, 03:51:38 PM
congrats! It's been fun following the development of this game, really hope it works out for you
51  Developer / Audio / Re: BeepBox.co: Kinda like SFXR for music on: February 24, 2012, 11:52:39 PM
I think that's a lot of the appeal for myself as well, also being not musically gifted. There's something so simple and intuitive about this that it makes just 'trying' a lot more approachable and seemingly possible.

this is good, keep at it 
52  Developer / Audio / Re: BeepBox.co: Kinda like SFXR for music on: February 23, 2012, 11:36:09 PM
I can't get over how simple and awesome this is. I almost feel like I could actually make music with this thing, which is saying something.

seriously, great great work
53  Community / Townhall / Re: Pineapple Smash Crew- release date and new trailer! on: January 27, 2012, 10:11:30 PM
yep, can't wait!
54  Community / DevLogs / Re: Hack, Slash, Loot. on: January 23, 2012, 09:09:41 AM
Congrats on finishing, looking forward to playing it!  Beer!
55  Developer / Playtesting / Re: Line Wars WIP on: January 21, 2012, 10:22:07 AM
Key and control customization has been on my TODO-list for awhile Smiley

came to post this, I think just putting strafe on A/D would feel more natural to FPS players. I'm fine with doing everything else on the arrow keys, but customized keys would be best.

Game was pretty fun once I got a hang of the controls and it ran really well for me. Camera zoom gets a bit too close for my taste when you're not moving, really cuts down on spatial awareness. I'd also consider changing the colors of the pickups so they don't look like obstacles.

keep at it!
56  Community / DevLogs / Re: Reprisal on: January 21, 2012, 10:01:41 AM
In terms of presentation, consider dimming down the entire screen and only highlighting/brightening key objects pertaining to what's in the overlay. For instance, if you were explaining how to use the blue circle in the top left corner, darken everything else in the UI except it so I know exactly what you're talking about. People commonly skim read during tutorials, so whatever you can reinforce with visuals, the better the chance you have of that information actually sticking.

I'd also drop the overlay down so you can still see the game behind it.

I'm curious to know why you killed the movie tutorial idea tho?
57  Community / DevLogs / Re: Well cover me in Laser Squad and X-Com... (Now with First screenshot!) on: January 17, 2012, 11:49:30 PM
this looks great, you totally undersold your art abilities in previous posts. Don't do that Smiley
58  Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: January 14, 2012, 09:29:38 AM
Good luck with crazy shuffle, I'm still somewhat disappointed I never got around to finishing it, hopefully you can!
59  Community / DevLogs / Re: MicRogue (With Playable Build)!!!!! on: December 11, 2011, 07:44:04 PM
hey just gave it a run through, here's some thoughts I had:

The spell UI is confusing at first glance, consider using a darker color for the empty bars.

There isn't a lot of motivation for venturing across the island. Starting out on a bridge means the enemy only has one point of attack and especially on the later islands, you can easily game that setup by staying in the starting spot and alternating skip turn and attack without ever feeling threatened. The enemies more or less just come to you and die. I'm guessing having more powerful enemies will rectify this to some extent and force you to move strategically. Something else that may help would be to start each island off in a spot that allows the enemy to surround the player.

Another suggestion would be to start the game out with only 2 hearts and every X islands cleared gives you another one.

One bug I found, on a later island the very last enemy actually ran off the far bridge before I could kill him.

Looking forward to seeing where you take this, really love the style of the game and I'm excited to see some new environments and enemies.

60  Jobs / Collaborations / Re: Action 52 Owns (Screenshots + Gameplay Videos) on: April 09, 2011, 09:12:58 AM
Here's the one I finished, unfortunately I never got around to making a gameplay video for it...

Jupiter Scope
(by lowpoly)
Download
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