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1411125 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

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1  Community / DevLogs / Re: Last Dive - A pixel art underwater platformer thriller on: December 02, 2016, 08:30:27 AM
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After playing with abstract and literal ideas, we decided to go with the small computer terminal, which was interesting enough and not entirely realistic. It follows the same vintage radio aesthetics of the save file screen, which is good since there is a conceptual connection between these two interfaces.

A great Save Point for the bottom of the ocean would be a black box recorder (with a flashing red light beacon) from a crashed airplane.
2  Developer / Playtesting / Re: CabinVania on: November 07, 2015, 09:04:54 AM
Thanks for the feedback, it's really appreciated!

(W) interacts with the desk, and
(R) can be used to restart the game. Also, (L arrow) will skip intro. My bad, I've added these controls to the game page now -- thanks!

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This was hard but I had a lot of fun playing it! The skull spider things are really difficult... a bit cruel.
I probably introduced them too fast and/or in too great a number. I'll remember this for next time.
fyi:
webs can be destroyed by attacking with the whip and cross -- not that this makes them any less difficult, really.

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The controls were a bit weird for me but I'm starting to get the hang of them.
This was the setup that felt most comfortable to me, but others might prefer having the movement and attack buttons switched around.

"I noticed after my third or so play a little knife-throwing boss or two popped up in the trap room which was kinda cool. Not sure if it's a random chance thing or I somehow managed to avoid them the first couple times."
This is tied to the sanity meter, though I didn't flesh it out as much as I would have liked. Depending on the meter (and what room you occupy) certain musical cues and enemies are triggered. Also, the room angle tilts very slightly as you walk for effect. I had more planned for the sanity meter but Halloween came quick and I ran out of time.

"I haven't gotten around to beating the dog boss yet since I'm always super low on health by the time I get there..."
This boss is actually the player's possessed dog, Scar. Again, more was planned for him, but we'll have to wait and see. Defeating him does refill your health, though!
Aside from the dog, there are 2 other areas/bosses (the tower and the pit) -- when the bosses are destroyed, corresponding candles are lit it the witch mini-boss room and you can pass through it to the (end) when all of them are lit.

One thing I would have liked to add is a shop and some items/equipment to buy. I hope to put all these ideas into the next game!
3  Developer / Playtesting / CabinVania on: November 03, 2015, 12:09:25 PM
Made a little mini-action platformer for Halloween.

Controls:
R - restart
W,A,S,D - move,duck, enter some doors and interact with objects (w)
L arrow - attack/skip intro
UP arrow - subweapon
R arrow - jump

Enjoy!








Trailer




Download - I'm trying to get the HTML5 version up, but I've had no luck so far.
http://gamejolt.com/games/cabinvania/105662#close
4  Developer / Playtesting / GTAtari on: July 20, 2015, 05:15:50 AM



A fun little procedurally generated action game. Follow the arrow to get the key to unlock the safe house to get respect. Lots of deaths and old school music.

Controls:
arrow keys - move and jack cars/bikes
space - shoot

ISSUES:
Use >escape< to mute the sound before exiting, or exit from the main menu. If you exit the game while sound is playing, reopen the game and exit it again at the menu.

http://gamejolt.com/games/gtatari/80914
5  Developer / Business / Cool website name? on: August 02, 2013, 12:15:34 AM
I'm looking for the perfect 80's retro futuristic arcade name for the place to store my games -- any suggestions?.
Coffee
6  Jobs / Portfolios / Re: GML coder at service on: May 17, 2013, 03:36:13 PM
I'm looking for someone to work on a small GM:S game mobile game if you're still taking work.
7  Jobs / Portfolios / Re: Jamo Games - Pixel Art for all! on: February 08, 2013, 06:52:00 AM


James' artwork speaks for itself, but says little about just how invaluable he is as a collaborator. I've had the pleasure of commissioning several artists recently, all of them exceptional -- but with respect to the others, James was my favorite to work with. He was extremely personable, very timely, but moreover, he's an artist with vision!

I look forward to working with James again soon, before his fees justifiably exceed my tiny budget!



8  Community / Creative / Re: How should I make a game? on: January 28, 2013, 01:51:22 PM
You might consider letting others play with it to see what they come up with. At this early stage, you really have nothing to lose and could even find the right developer or group to take it to the next level.   
9  Community / A Game by Its Cover / Re: [AGBIC] Space Funk Hunter [FINISHED (beta-version)] on: August 10, 2010, 04:25:17 PM
There's little regarding indie games that pisses me off more then having to use task manager to exit some kid's game. Escape is generally used for this purpose!

Other then that I liked how large the game felt -- at the same time, however, it appears rather bare...if you choose to continue it, throw in a way to exit the game and whip up a few more environment tiles. You can do much with suprisingly few tiles.



10  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: August 09, 2010, 04:41:26 PM
Plenty of source material left for a AGBIC 2 compo  Wink (I was pretty upset when I came back from vacation and there was only 4 days left for the first one)

Great job, Melly...you really put something fantastic together.
11  Community / A Game by Its Cover / Re: [AGBIC] Together Fight! : Friendly Hat Spirit [FINISHED] on: August 09, 2010, 04:10:09 PM
Great game!

It took me a minute to catch on to the mechanics, but it's quickly become a personal favorite of mine for this competition (A competition that is chock-full of great ideas and gameplay, to say the least.)

Your sprites have a fantastic mid-eighties feel. Great representation of the source material.

The 'speaking' that the character does brought me back to those mid eighties games as few other retro indies have ever done.

12  Developer / Playtesting / Re: Dunjin on: August 07, 2010, 11:12:32 AM
I actually enjoyed this more then the original!
13  Developer / Playtesting / Re: The Ultra Mission on: July 09, 2010, 04:32:21 PM
Bravo! An instant classic.

14  Developer / Playtesting / Re: Action Turnip on: May 28, 2010, 08:07:49 AM
I'll whoop your game for you! No charge.
15  Community / Townhall / Re: Ninja Rush, an 8bit-style arcade action game on: May 18, 2010, 10:18:36 AM
I whooped your game's ass Hand Any Key Apoplectic Hand Joystick



16  Developer / Playtesting / Re: Galaxicus on: April 30, 2010, 06:35:36 AM
Great game!

I scored 11,000 after just a few tries (and realizing what 'x' did!)

suggestions:
- 2 player mode (alternate)

- bosses (if there aren't any)

- lessen the time the mines take to explode a bit (unless there is another way to disarm them)
17  Developer / Playtesting / Re: My newest game: Respawn Man on: February 21, 2010, 06:12:27 AM
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But guys, do you think anyone would play a freeware game like this with these graphics?
I did. And as long as I can tell platform from spike or ghost from...whatever the hell Pac-Man is, I'll defend it. And don't worry about it not being as accessible as a browser game, if it's quality work people will take notice (though, not necessarily right away!) and hey, you're building a skillset.

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I'd just like to launch it alongside my website, which is nearly ready.

This from Shifty:
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Do not try to make it quick push it to the limit. A good idea is great but when it's pushed beyond the bounds this is what makes a great game.

This gametype always benefits from boasting many levels. I made it to "Do Not Push" before the below happened...how many levels are there so far? 

You'll probably want a 'kill button', as I got stuck between a couple dead bodies and couldn't move.

I have GM 7 & 8, and would be willing to try to come up with a character sprite or bounce a couple puzzle ideas off you if you want. I'm pretty good at it.




18  Developer / Playtesting / Re: My newest game: Respawn Man on: February 20, 2010, 04:36:44 PM
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I'm using Game Maker 8. I know, very unprofessional, but it works well while I try to learn other languages.

Stop blaming GM, or any other program (though mostly GM) for your own unprofessionalism, people -- I've seen just as many pieces of garbage made with Flash, AGI, XNA, etc. as GM has produced, and just as few gems, too!


Focus on gameplay -- It appears that there are some who would still rather play with a turd that comes in a shiny box, than something well made in a cardboard one -- ignore them.

As far as graphics, just make them consistent, as people will play Pac-Man every day until the end of time!

19  Community / Creative / Re: GM programmer wanted for retro lite Roguelike (Screens) on: December 18, 2009, 10:24:32 AM
Well, I found a programmer as excited to explore this idea as I am and little by little things are beginning to take shape. We're both dedicated to bringing as fun, unique and stylized a game as we can to as wide an audience as possible. Any questions?

Thanks for your support!
20  Community / Creative / Re: COLLABORATION on: December 02, 2009, 03:30:57 PM
LORE


The idea is based on the Roguelike style of games -- though it will be lighter, more accessible then most Roguelikes while still providing a challenge for players familiar to the genre. Don't know what a Roguelike is? Here's a link: http://en.wikipedia.org/wiki/Roguelike.

I'm been looking for a programmer capable of coding a unique and flexible lite Roguelike engine that keeps track of stats, helps with the planned unique grid based combat andmaybe a little bit of randomization. I'll

 



Death will be permanent -- and you'd better bury the body, too! Deceased members will attract scavengers, become ghosts or even zombies! .



I'm shooting for 20 unique playable characters.



Giants collect head.
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