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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 02:41:20 AM

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1  Community / DevLogs / Re: Flotsam: A survival building sim in a flooded world on: June 30, 2015, 03:34:10 AM
Wow, that night skybox adds so much. Great atmosphere.
2  Community / DevLogs / Re: Cloudfall: Night's Tale on: June 22, 2015, 03:42:43 AM
Those transformations look great and the clouds have so much character. Super cool. It's nice to see some 2D graphics that are just pixel art Smiley
3  Community / DevLogs / Re: Steg and Rex - a two player, one keyboard arcade game! on: June 18, 2015, 05:08:16 AM
Cute sprites! You cram a lot of personality in there. Two players with one keyboard is always fun, so I look forward to trying it out!
4  Developer / Art / Re: How is my pixel art? on: June 18, 2015, 05:06:04 AM
I think he needs something distinctive around his face -- think Mario's mustache.

Maybe you could give him a beard, eyebrows, hat, cigarette, sunglasses, or something like that?
5  Community / Creative / Re: Tips for Overhauling Indie Game Graphics on Limited Budget on: June 17, 2015, 03:23:36 AM
Nice article. Art assets always seem to take way longer to produce than expected.
6  Community / DevLogs / Re: COLUMNAE: A Past Under Construction (point-and-click steampunk adventure) on: June 17, 2015, 03:04:51 AM
Thanks @Sir Fishelsworth. Well we uploaded a short video

yesterday. It's the first time we used some actual 3D objects (as opposed to sprites), so it's sort of a test. I'll try to write more about this process ASAP.

(On a side note, I'm getting frustrated trying to make decent-looking GIFs under 10MB Outraged)

Wow, beautiful. Thanks for sharing. I usually use http://www.gfycat.com/ or http://blog.bahraniapps.com/gifcam/ for GIFs.
7  Community / DevLogs / Re: VHS Story [streetfighter manager]. ALPHA VERSION on: June 16, 2015, 03:27:20 AM
Nice concept and the pixel art is gorgeous. Any plans to add more detail to the shadowy background figures? It would be awesome if they had little animations and features like the crowds in Street Fighter II  Smiley
8  Community / DevLogs / Re: COLUMNAE: A Past Under Construction (point-and-click steampunk adventure) on: June 13, 2015, 07:31:25 PM
Great concept and art style -- I can't wait to see it in action!

As others have said, the attention to detail is fantastic.
9  Community / Writing / Re: Writing software? on: June 12, 2015, 11:39:02 PM
What exactly are you trying to write? If you're want to write a script, Final Draft isn't free but the auto-formatting will save time in the long run.

Scrivener is also good and contains views that can help you plan out scenes and sections.

If you want to write out events and scripted sequences though, writing software might not be what you're looking for. Personally I find post-its and notebooks are easiest for those things  Gentleman
10  Community / DevLogs / Re: Blasty Flight on: June 12, 2015, 11:35:45 PM
Those vehicle designs look great. Is your name inspired by flappy bird/crossy road?
11  Community / DevLogs / Re: Forgotten Passages - 100 tiny visual levels in 100 days on: June 11, 2015, 03:01:53 AM
 My Word! Wow, as everyone else has said, beautiful. I'm especially in awe of your lighting. Any plans for a soundtrack or story to tie all the levels together?
12  Community / DevLogs / Re: FORGET THE BRAKES - We'll be Multi-Track Drifting! [ALPHA - Public] on: June 10, 2015, 05:19:13 AM
Damn, those GIFs look awesome fun.  Grin
 
Is your name final? I think something shorter and catchier that gets across the "train" aspect could work better (maybe even something simple, like "Train Drifter"?). When I first read the title of the thread, I assumed you were making a game like Drift Stage, but it's way more original than that.
13  Community / DevLogs / Re: Subtraddition - Update #02: Should I retain the Gameboy inspired colour palette? on: June 09, 2015, 04:17:38 AM
I think the Gameboy palette looks awesome and helps your game stand out, even if it's not, by definition, totally original.

On the other hand, I could just be saying that because of nostalgia. Maybe it will put off younger fans?
14  Developer / Business / Re: Favourite indie game trailers? on: June 09, 2015, 04:06:40 AM
The Samurai Gunn trailer is a great example of something that's more atmospheric than action-oriented




It perfectly captures the vibe too  Smiley
15  Community / Writing / Re: Delaying procrastination? on: July 07, 2014, 05:00:19 AM
For me it's mostly getting started each day. I've had good success with making myself a rule that I have to write (code, draw, whatever) for at least 30 (45? 60?) minutes each day before I'm allowed to do anything with my computer/phone/the internet. Also things like quitting when you're ahead: always leave yourself something easy and obvious to do when you pick it up the next day.

I can't find the quote now, but someone once said something about exercise that has really stuck with me: she had been asked something along the lines of "how do you motivate yourself to keep doing it", and she replied that it wasn't about motivation: it's not about how do you make yourself want to do it, it's about having a mindset where it's something that you are going to do. Like getting out of bed in the morning, or eating meals, or going to the bathroom. Put it in that place in your mind where it's something that you don't have a choice about.

I totally agree with all of this advice. I find getting up early in the morning and doing it before I do anything else keeps me focused and gives me satisfaction for the rest of the day.

The other question you have to ask yourself is why? Why do you want to write? If you don't want to write more than you want to practice guitar or play video games, maybe it's not your true passion in life. There's nothing wrong with that, but I think that before you master something, you need to understand the reasons why you want to do it in the first place or you're going to lose motivation somewhere down the line.
16  Community / Creative / Re: Opinions about game website, trailer, and life on: July 03, 2014, 04:02:06 AM
The trailer looks great, but I agree with what others have said about there being too many bullet points.

The website is fine too, but perhaps you should put the links to stores right at the top of the page? I'm no expert, but I read that it's good for the first thing users to see on your site to be the thing you want them to do (in other words, buy the game!).

On another note, the game concept, music and style are all cool, but that jump sound effect is a little too high-pitched for me and might get annoying.
17  Community / DevLogs / Re: CRAWL: arcade dungeon crawler where your friends control the monsters on: July 02, 2014, 04:59:09 AM
Great art and animations. If the gameplay is as slick as the animations look, this is going to be great  Beer!
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