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Community / DevLogs / DASHING FANTASIES - Online Multiplayer Brawling
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on: August 04, 2015, 11:58:18 AM
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Dashing Fantasies - STORE PAGE- Genre: Multiplayer Brawler/Platformer Players: 2 - 4 Locally, 2 - 4 Online Platforms: Windows (32 & 64-bit), Potential Mac Release Release date: TBA, Early Access available very soon Facebook: http://www.facebook.com/DashingFantasiesPlease take a look at some of our exhilarating reviews: And then maybe some gameplay in the form of a poor quality gif to wet your apetite? Dashing Fantasies is a very basic game at its core. You dash and you dodge. But what really takes the gameplay great lengths is the combination of items, clever gui and level-based threats and events. I stand true to my case: It is more fun than what it looks like! The game will be available for 2,99€ ) at http://froshin.itch.io/df in approximately a day or so, albeit in a very early state. But if you're interested to get a copy for press/testing/not being able to afford 2,99€/not wanting to spend that/anything, shoot me a PM and I'll be more than happy to hook you up with one for free once the game goes live -- I'm just glad if you want to play it, after all. Dashing Fantasies uses a networking system similar to that of "ggpo" to allow extremely fair online matches with the trade-off being slight input lag, depending on how good your connection is. This system is often seen in fighting games, like for instance the SF-series, Divekick & other twich-reaction games. There are a few more rough patches I need to iron out before I am comfortable with an early release though, but stay tuned. The early version (to be released tomorrow-ish) will feature multiplayer for two persons only, both locally and online. Cheers! 
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Developer / Playtesting / Re: Heroes of Umbra - 2D networked RPG/platformer
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on: January 13, 2014, 08:53:46 AM
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I'm going to give you my though on qwertyhim's suggestions. WOOT! I LOVE THIS GAME!!!
I see so much potential in this game, though occasionally I do run in bugs that cause my to exit to the character screen. Some Suggestions of mine:-parts of the dungeons feel as a way to extend game time. Perhaps add more unique monster per area. Yup. I think grindings some good relaxing fun at times with a friend, but the more variety the better. Like, perhaps magic monsters with different attacking patterns than slow-moving projectiles. I'm sure he can make this work@mp, it could be a fixed swaying pattern or whatever. No random elements nessecary apart from the inital calculation, yeah? Straight lines suck  -As far as I can tell, chests are in the same place and don't respawn. Perhaps let them respawn randomly They are tied to certain drops and sometimes hidden, I like it this way -- But I'm certainly in favor of randomized chests so long as they do not replace the current ones. . -charge attacks to add more variety to the combat No opinion, certainly wouldn't mind it.-unique weapons(EX. Swords that have different combos and can shoot projectiles) Sounds like quite a bit of effort. I have no opinion of this idea, except that I think Starbound did a horrible job with their weapon projectiles...-Maybe add some larger mobs who aren't bosses Yes  -Bows, crossbows, shields, spears? No love for the mages, huh, qwerty? </3 Also, the bows sound like you're asking for a new class, since they wouldn't work to well with the Warrior skills as of now. Shields = A new slot, and we'd probably want a Mage counterpart. Like a magic orb or something... (+1 if you get the reference)I could easily see this as a rival to grindstory with a few tweaks here and there. Keep up the Good Work. btw. How do you defeat the frog king. He feels OP. If you're a Mage, he's easy, because even without Haste your Freeze is powerful enough to continiously freeze him. Idk what level your Freeze needs to be at, though. (Not sure if time scales with level, but mine's maxed out I think)
A bolt could interrupt your freeze though, watch out for that.
ALSO I wrote an entire essay on why I think you should redo your hit-delay system, but I forgot to post it. So I'm just throwing this out here, but way less well-written than my previous never-posted post. lolI can't gang up on a defenseless crab if a wish. Neither is it a smart move to use bolt during boss battles as a higher level mage, because unless you're very careful with your timing then the bolt might mess up your freeze because he's invunerable at that very time due to BEING HIT WITH A BOLT OH MAN  I think the delay in between attacks should be tied to the very attack that just hit it; not just the type of attack but what person threw the attack. Also the freeze should probably have a <50% freeze chance on bosses. Even without haste and as a SINGLE mage, you can keep a boss permanently frozen until his demise. And where's the fun in that?  Also bosses doesn't regenerate HP when there's NO ONE in their room, I do not agree with this. I think that as soon as the last player standing dies, they should heal up immediately -- More fun in my opinion. I wouldn't even mind a 1-minute spawn delay in MP, but I'm sure others dislike this. I'd love it if you made that an option though <3 Other than that, thanks for this magnificent game, Zexyu. 
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Developer / Playtesting / Re: Heroes of Umbra - 2D networked RPG/platformer
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on: January 09, 2014, 02:19:22 PM
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First of all, I really, really like game! 
Since my friend wasn't online, I went solo all the way to just beyond the second boss and a little bit further. That's positive because I couldn't keep my hands of this game, but negative because no fun recording session came of it.
I played as a Mage, this time. I can imagine it'd be much harder going solo as a Warrior, considering the second-town gear is much more expensive for a Warrior, plus, you'd have to manage health potions, too.
Really curios about the Rouge-type character featured on the main screen. Are there plans for a third class?
I wrote down some random stuff in no particular order.
- The enemy-getting-frozen-effect is there even if it's being frozen & killed at the same time. Looks a bit odd, I guess. Don't really mind.
- Falling blocks recover really slow. I personally would like it if they recovered a little faster.
- I'd love a variable fall damage, like maplestory, but without the cap. I think the best way to go here is letting it deal a percentage of your health*, considering the huge difference in hp throughout the game. The jumping parts aren't scary enough to me...
- Bosses don't get healed up when you go back to them from dying in SP. I can understand why managing this in MP is a pain, but it's absolutely nessecary for SP. Perhaps heal 'em up so long as there are no players on the map?
- Perhaps you don't want this because you're keen on the retro-feel, but having the smaller flakes drawn to a greater depth making them show up beneath the platforms/players/etc gives a nice 3D tone... Though I love your snow the way it is now.
- Part of me wants the ice slimes to be immune to the ice debuff, part of me loves freezing them because they're a f***ing pain in the ass when you first get there w/ average gear.
- It's annoying when your Bolt-aura prevents your other skills from dealing
damage, or worse, from applying a freeze to a mob. - Found a glitch where I'd spawn close to a cliffs edge, get hurt for 77 damage, and fall down again, unable to move, looping until the character dies. I took a screenshot, I'll crop & upload it tomorrow if I remember to.
- I'd love an option to turn of the scaling and meddle around with the difficulty multipliers yourself.
- Lack of chests in 2nd dungeon, as you're probably aware of.

*I wouldn't mind if it went all the way up to an instant kill on the highest of heights, but I doubt that is the general opinion... Oh yeah, and my friend had issues getting his video recording codec to work, so now his video editing software is having issues with the videos Dxtory spat out. But it'll be finished eventually, hopefully soon!  [/list]
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Developer / Playtesting / Re: Heroes of Umbra - 2D networked RPG/platformer
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on: January 05, 2014, 02:21:02 PM
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This game is great, loving it so far. Reminds me of the good things in Maplestory, but not the bad ones. Bravo!  I had some great fun playing this with my friend -- We even recorded our initial impressions! We will probably edit & upload the video tomorrow or so. I'll make sure to share it here. The difficulty was lovely, wish it'd be even slightly harder. Me and my friend had some good fun during the jumping craze parts @ the first boss. I can see why this would be very tedious as a solo player, though. I'll evaluate on that later... I have much more feedback to share, but I have to work my way through some homework first... 
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Developer / Playtesting / I'll review your game on youtube! Sort of...
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on: February 26, 2013, 10:38:20 AM
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Hello everybody! I'm not so sure what to write here... But the basic premise is that I force my friend Marcus(Or myself), with no experience whatsoever, to take on your game. Then we edit it together so it's amusing and upload it to my youtube channel. Teppoman 2 by Ikiki: http://www.youtube.com/watch?v=UQadJdALf7IThis video is very non-informative.Previously, before I had all my youtube videos removed because of personal reasons, I had roughly 2000 views a day. I'm way below that now, and currently it's something like an average 30. We will try to play most of the submitted games, but it has to be somewhat unique and interesting. We won't, for instance, review a run of the mill quiz-game with nothing intresting either visually or gameplay-wise. And if we deem the final video not to be funny enough, we'll either upload it unlisted or not at all. The game has to be able to run natively on either Windows or Mac. The odds of getting your game featured increases significantly if it's fleshed out, even if just a little bit. Like, being able to play it for 5 minutes without finishing it is a big, big plus. Make sure to tell us wether you want the video to be informative or silly. Hopefully it will be some good fun  I hope this thread is applicable to this forum, and I will write some more serious feedback to all games that gets featured on the channel
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Community / Versus / Re: Masjin [1.61]
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on: April 06, 2011, 05:42:24 AM
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mokesmoe: ... As for the pickaxe, I'm not sure if I see the use in that; I'd rather keep the cybermason as the 'digger' class.
I suggested it more for the cybermason to use, because the cybermason is not the digger class. He has a small digging ability that can help navigate a bit, but he digs slowly and can't mine. Any class can jump in a digger and start mining. The cybermason is actually the worst at mining because his natural power is pointless when he can just use a digger. Not anymore; The cybermanson will dig faster then the other classes in a a digger vehicle now. And his ability remains the same.
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Community / Versus / Re: Argue Mentor [FINISHED]
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on: March 15, 2011, 12:52:24 PM
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Hi! I know you called it finished, but there's more potential to it! D: This software / game / tool seems to have a lot of potential to me. I can imagine a well-moderated, 20 person room arguing over whatever.
But there's a couple of things lacking that I'd really love to have implented!
For instance, say someone's got a fanbase of some sort, and picked 20 persons to decide if they're against or with implenting something to his game or whatever the case might be? This tool could be both usefull and entertaining. Quick and clean.
In this case, the person would probably want to customise the options, right?
Erm. Herpderp. Here's a list of features I think would be enhancing:
Pre-server select menu. ( Server browser, connect to Ip button ) Connect to IP Custom buttons/sides/choices/whatever Custom time limit
Overall, I've had two freind trying to host, both who is experienced enough to generally do it well without problems - Both failing. They're both on windows 7 as far as I know.
Cheers to a good software!
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Developer / Playtesting / A shitload of bullets - Beta 5
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on: January 02, 2011, 12:42:31 PM
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Hi there! I supply you with my newest game in it's fifth beta phase: A S**TLOAD of bullets!  Devour with outmost care. ---NEW---Sweet, all-new menu with cool effects & nicely programmed buttons ( Including mute, highscore, start, controls & quit game) , tweaked bullet shooting & main object. Since it's beta, the highscore list remains the same even though this probably makes it slightly easier to reach higher scores! Enjoy!Screenshot(A little outdated): Despite the simple graphics the game is very functional -"Crutchfield" Online highscorelist: http://www.gmhighscores.com/highscores.php?gameid=1387Updates since previous version- New menu w/ effects, adding mute, start game, highscore, quit and controlls buttons.
- Tweaked shooting
- Slighly larger main "character" or "plane"
It's my goal to keep the game challengeing, alive and fun - so please give feedback!
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Community / Townhall / Re: TIGSOURCE GUEST ARTICLES
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on: September 30, 2010, 12:25:52 PM
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First thing's first.What is "Slime online 2"? Well, it's a sequel to "Slime online", pretty obviously. But more thorougly, it's an cute mmorpg where as you gang up online as cute cuddly slime characters! Together, exploring an huge world. Cooperate by standing on-top of eachother, plant smelly chicken mines, dress up in crazy outfits themed from memes & much alike stuff, take the race, do quests, read books, and all that awesome stuff.  The game has RPG elements but is mostly a jump n' run, exploring mmorpg. It also has a day / night cycle that influences the gameplay. You dress up your slime character and venture through a huge world as you take on quests and race challenges! SO2 was also a game much about the community contributing with sprites & ideas. However,the games development progress majorly started to slow down as the developer had to look for a job, whilist the community slowly died away from SO2. SO2 ended up being pretty small, but still alive. That was, however, until BlaXun, the main developer, decided to quit working on it. Why, you may ask? Well, since the game is developed in gamemaker 8, and there's a newly released decompiler that pretty much flushed away all his developing lusts. Which is a shame, really. I decided to discuss the possibilities of making it open source with him. His thoughs about that was "No, the most people who uses gamemaker is kids and will just steal the illustrations and code of my game". Now, this is not all true... Tigsource. I know a lot of people here knows Gamemaker pretty well, I know there's a lot of talented spriters here, too. I suspect at least someone knows creative commons well enough to explain thoroughly how it works, too? There should be some people here with a taste for games like this aswell! Maybe we can convince BlaXun to releasing this game open source. It's much better off that way, since I know a guy is developing a 'cracked' server, AKA. one for the decompiled client, and that'd be such a shame if the game would end up in his hands. It's his game, he gets to decide, but I belive he needs faith in gamemaker developers! If we convince him enough, he might actually consider it. It's all a matter to show him the power of a full-blown indie developing community. Slime online 2 still has a huge lot of potential, and with a community to sprite and optimize its code, add content, etc. Could create a very big interest and an amazing community. Maybe he will, maybe not. But I hope so2 can get some attention! That won't hurt! What do you guys say? Are you up for it?   
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Developer / Playtesting / Re: Let's compare - Tigsource edition!
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on: July 05, 2010, 11:02:59 AM
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Well, it's not much of a game, so there's not much to comment on.
My computer didn't rank very high. Does the amount of stuff open affect the results?
It does. Alot of apps open will result in a lack of CPU aviable & thus the FPS will most likely sink much more early & cause it to submit the score.
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Developer / Playtesting / Re: Super Crate Box
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on: July 03, 2010, 03:02:13 AM
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I love it! I'm to lazy to go into details atm... but it's great. Also, if your out of ideas, tell me so and I'll think up some guns for ya... What the game really needs is tons of, TONS of guns. It already has plently, but you know... More guns please. 
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Developer / Playtesting / Re: Godly rules
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on: April 27, 2010, 01:03:20 AM
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Hey guys, sorry for the bump. I'm still looking for an artist, if you like this game or just feel like helping out feel free to send me a PM on tigsource or add me on msn  Cheers! 
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Developer / Playtesting / Re: Godly rules
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on: April 21, 2010, 09:09:10 AM
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Update: =Beta 3 unfinished news=Nukes (I'm not 100% about this one, please report feedback and possible glitchers occuring. ) New dying system (slightly glitched) Some SFX ---- Please note it's unfinished! I'd very much like feedback on theese updates! I'll probably add a new version soon, with a new font and a text system to display the text in a way better way having them fading / etc - Maybe along with other updates. I will try and fullfill your requests like new levels & so. Thanks guys! 
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Developer / Playtesting / Re: Godly rules
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on: April 12, 2010, 11:04:24 AM
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I think you mean "you shall be mortal" instead of "you shall be deadly."
Thank you, fixed for the next release! :D
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