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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 06:22:46 PM

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21  Community / DevLogs / Re: Project Rain World on: June 05, 2014, 12:36:02 PM
Like Link's Awakening. Tiger
http://youtu.be/thdoE3ni8RM?t=2m20s
22  Community / DevLogs / Re: Saikorookami on: June 04, 2014, 07:15:24 PM
JUN 4:
Thanks Scott! And thanks to everyone who's checked in.
UI solidified. All that's left is to cram the last couple mechanics in. Then sfx.
After FTJ is over I'll be talking to friends with Unity Pro to get it all tilt-shifty.

For those wondering about the mechanics? See if you can get the idea from this:
23  Community / DevLogs / Re: Saikorookami on: June 04, 2014, 06:20:31 AM
MAY 31-JUN 3:
Out with friends all weekend, while still sick.

Last night the game mechanics were finally set in line.
The game is now playable from beginning to end, except there isn't an end yet. And there's a lot of missing UI.

Only a couple days left, nearly there.
24  Community / DevLogs / Re: Saikorookami on: May 30, 2014, 06:26:20 PM
Thanks! I'm not one for video board games either, or dice games at all, which is why I'm giving this a go.

Yup, but romaji's only usually accented in learning materials. Once you get the hang of it you know what to do with the oo from looking at it.

I'm considering dropping the Japanese motif, because it's a bit played out/appropriative.
But whatever, we'll see. It makes for easy and evocative props to scatter around.
And the patterns I'm using for textures are all trad jp patterns, asanoha etc.
25  Player / Games / Re: Mario Kart 8 on: May 30, 2014, 04:42:38 PM
It's really good.
I knew it would be.

But it really, really is.
It just feels great, looks great, sounds great, and is a blast to play.
Even if it's more of the same. Even if the incremental changes don't add a lot. Even if 'Pink Gold Peach' is a copout.

Hand Joystick Smiley

Helps that I didn't pay for it, perhaps
26  Community / DevLogs / Re: Saikorookami on: May 30, 2014, 03:54:37 PM
MAY 28/29/30:
Sick. Don't feel much like work.

FTJ starts proper tonight at midnight. I'll get back to the daily tomorrow.
Did some work on the dice physics. Did some work on the UI.
Puzzling over whether that rolling UI looks weird coming out of nowhere, whether I should change it up (and change up the other UI too.)

List of modifiers:
Adjacents
Sixes
Sevens
Eights
Nines
Primes
Doubles
Nothing hurts

i need a new bus pass

inanimate if you see this find me on skype at hangedmandesign so i can send you stuff
unless you don't use skype
27  Community / DevLogs / Re: FROG SORD on: May 30, 2014, 03:50:32 PM
Bucky O Hare:

Jazz Jackrabbit got a new coat
28  Community / DevLogs / Re: Theme park simulation (unnamed) on: May 29, 2014, 12:23:46 PM
Names Gomez

Roller Co.
Tensile
Wood and Steel
Noisepark
Fireloop (sounds like a mobile startup but w/e)
Russian Mountains (transliteration of the french word for rollercoaster)
Switchback (transliteration of the german word for rollercoaster i think)

Also, can't forget
Doradoradora (the only discernable phrase that RCT crowds would say every now and then)
29  Community / DevLogs / Re: Saikorookami on: May 27, 2014, 05:17:43 PM
MAY 26/27:
Spent Monday and Tuesday at the Ottawa Games Conference. It was pretty good.
Got to see some cool folks, who provided interesting ideas about how to tweak the game.
Tried writing it all out, mostly confirmed my design thoughts, but revealed a couple of good questions.

30  Community / DevLogs / Re: Saikorookami on: May 25, 2014, 06:36:43 PM
MAY 25:
Sweet rolling UI goodness: https://vine.co/v/MwxqnJuIuOt Tried to make a gif but couldn't get it below 3Mb.
Did some work behind the scenes with these modifiers that will turn it from RNG dice game into slightly controllable RNG dice game.

TILT-SHIFT/DOF SHADERS?
Anyone done any work with these? I sure haven't, and would appreciate some input.
Want that board game feel.
31  Community / DevLogs / Re: Saikorookami on: May 24, 2014, 05:51:43 PM
MAY 24:
Playing with UI, and getting the state machine together.
Adding smooth transitions and tweens to everything now so I don't have to readjust the timing later.

32  Community / DevLogs / Saikorookami on: May 24, 2014, 05:44:29 PM
Been slogging away on AUST in silence for a while, and recently detoured to TOJam2014 with a great group of Ottawa folks. There I started putting together a little game I've had percolating in my head for a while.



Worked on it daily since TOJam, so I thought I'd make a little devlog to update every day while I finish it.

It's a dice game, which is a kind of game I'm not fond of, which is why I made it and also why I intend to finish it by the end of FuckThisJam2014 (or sooner). So I have til midnight of June 6.

The game mechanics are almost in place but it needs experimentation, cause I'm still not sure it's fun/subverts the randomness of dice enough. So as soon as the state machine/win/loss are in place, I'll be posting builds for testing.

3 DAYS REMAIN
33  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: May 21, 2014, 09:28:12 AM
I think 'Shinobi Justice' sounds kind of bland, like a forgettable mobile game.
Having Tactics as a subtitle is fine especially if it's an FFT-esque tactics game, gets people's mind to the right place, but maybe something from within the world would be better as a title?

I almost think 'Ninja Method'/'Ninja Methods' would be better because it's unconventional and makes you wonder, but doesn't really work with 'Tactics' on the end.
34  Player / Games / Re: What are you playing? on: May 06, 2014, 07:44:41 PM
Tried to finally play Binfinite.
I want to like it, but goddamn does it do every other thing wrong.
And the <=60 FOV is giving me a headache.

Also playing a bit of Tokyo Jungle, which is aces all round.
35  Player / Games / Re: What are you playing? on: April 29, 2014, 10:02:37 AM
I'm still playing FTL: Advanced Edition. I think I was playing it when I last posted in this thread. I've possibly been playing it constantly since. It's cruelly addictive. I know the random events are too arbitrary. I know even on Easy I'll never equip my ship sufficiently to win the final battle. I really can't justify my constantly returning to it. And yet.

I'm slowly getting a grip on FTL and how it's actually easier than it looks, but you have to act a bit differently than the game expects.

There are a few ways you can mitigate the randomness and get an upper hand:
1) search every possible node in a sector before you get caught up to. zigzag up and down. you may find an event that gets you murdered, but you'll die at the end if you're unprepared, so risk it. moving through nebulas in non-nebula sectors slows the rebel line.
2) pick fights. go to hostile sectors. pirate sectors especially, because they infrequently use missile weapons and are frequently unprepared for more than one kind of weapon.
3) don't count out Augments. Distraction Buoys is cheap and delays the rebel line by a step, which is 1-3 more spots to explore. Drone Recovery Arm basically means you'll never pay for drone parts again.
4) find farmable ships. Say, a ship with a laser/beam weapon that can't penetrate both your shields. Them shooting your shields will level up your shield crew and your pilot and engine crew (evasion). Taking weak potshots at them will level up your weapon crew. wait until everyone ranks up, then flatten them and move on.
5) don't rely on autofire. this takes practice, but a bit of timing can make the entire game easier.
6) never accept surrender terms unless you're about to die or they include a bonus: crew/augment/weapon etc. Way more scrap from kills.

If you play a bit slower, you can find a lot of stuff you'd normally run past.
36  Community / DevLogs / Re: FROG SORD on: April 22, 2014, 05:30:57 PM
Well, that escalated quickly.

Does explain a fair bit, though.

I look forward to RACN SWOD
37  Community / Townhall / Re: P on: April 01, 2014, 07:40:38 AM
POTY
38  Player / General / Re: Movies on: April 01, 2014, 07:04:23 AM
grand hotel budapest was p great

i like whimsical films like this (in bruges, amelie etc.)

it was r great.
felt more restrained than his previous films, in some ways (ending, framing device),
and more over the top in others (violence, sudden tonal shifts)
39  Developer / Art / Re: show us some of your pixel work on: March 28, 2014, 12:23:01 PM
I'm sure it's a lot more work, but I feel like the flesh should move out of the way of the eye as it opens. Even just in a simple way. The way the bumps right around the eye keep doing what they're doing make the eye look like it's floating above.

The pulsating is super great tho

Also, the pupil is horizontal at first and vertical at the end?
40  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: March 13, 2014, 05:57:16 PM
I think the characters don't stand out quite enough from the platform.
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