Show Posts
|
|
Pages: 1 ... 4 5 [6] 7 8 ... 11
|
|
101
|
Player / General / Re: TIGSource Brute Squad
|
on: April 13, 2009, 12:32:57 PM
|
Man, every forum I go to, their clan is already full!  Though, I'd probably be more angry is clans actually... did... anything. 
|
|
|
|
|
102
|
Developer / Art / RPG Monster a Day
|
on: April 03, 2009, 09:36:05 PM
|
I've been doing this "RPG Monster a Day" thing.  All these monsters are 2d, and can be used for old-school first person style combat or, anything really.  They're released under a Creative Commons licenses, basically you're free to use them in non-commercial things, and you can go wild as far as derivative works are concerned so long as you give other people the same right. Also you have to credit me if you use em'. Anyway, you can check them out here, or go to the "will be more updated blog site" here. (DeviantArt has more up now... But that'll change once the Wordpress site has caught up. Basically dA has all the backlog currently...)  I love this little Quote emoticon, and so I shall adorn my post with his likeness. 
|
|
|
|
|
103
|
Community / Indie Brawl / Re: Indie Brawler Design Doc
|
on: January 30, 2008, 01:19:14 AM
|
|
Ok, I think if we're actually going to do this (and no one's sick of it yet) we'll need some code and art down first (code more than art.) Who had some basic code out that could be used? (Just a character select, stage select, and multiplayer with two guys moving around, nothing more) or anything more/less similar?
Who's willing to be a core programmer and who's willing to be a core artist? I can do some basic art, GUI and such but I can't pixel art or animate worth crap.
|
|
|
|
|
104
|
Community / Creative / Re: COLLABORATION
|
on: January 23, 2008, 05:19:11 PM
|
|
I'm looking for a dedicated coder and possibly an extra artist who'd be willing to work on a project with me.
It's a game based around the pixel ripping concept I suggested in the game idea forum. You're an 8-bit character in a world of hi-resolution monsters. You blast them down from 32 to 16 to 8-bit creatures, and then jump on their backs and start ripping chunks of pixels off of them in crazy violent fashion.
|
|
|
|
|
105
|
Community / Indie Brawl / Re: Indie Brawler Design Doc
|
on: January 23, 2008, 05:14:50 PM
|
|
I think a traditional pixel approach is the way to go, and it's what most people are expecting based on some of the sample art that's been made and the reactions.
|
|
|
|
|
106
|
Community / Indie Brawl / Re: Indie Brawler Design Doc
|
on: January 18, 2008, 01:51:08 PM
|
Yeah, it says in there about left and right being relative to a character facing right, so left=backwards and right=forwards.
Another problem I forgot about is that in a Smash style game, when the player presses the 'back' direction, the character turns around. So if you have a move like "attack+back" and the player's timing is a little off, the character will turn around and do the attack in the wrong direction. Just might be something to think about.
SSB handles this by having a slight delay when turning around. Also you can increase the window of opportunity to be slightly longer when back is being pressed to make sure the system flags back and attack.
|
|
|
|
|
107
|
Community / Indie Brawl / Re: Indie Brawler Design Doc
|
on: January 18, 2008, 01:22:23 PM
|
The left and right modifiers may get confusing when we have multiple characers on the screen and don't know which way we are pointing. Perhps block and a left/right direction grabs a character in that direction.
It's not that, it's that it's shorter to type right and left instead of forwards and backwards.
|
|
|
|
|
108
|
Community / Indie Brawl / Re: Indie Brawler Design Doc
|
on: January 18, 2008, 09:41:30 AM
|
|
Thanks guys, since I'm not a coder it helps to know what's possible and impossible.
In the end I chose Juni over Knytt because she has a larger moveset, which would make designing combat for her easier. Knytt can pretty much jump and climb, which doesn't offer a lot gameplay-wise. Also, I believe according to WaDF, Knytt and Knytt stories Juni is a Knytt. She's from the original Knytt's village, and was in town when he was abducted.
I'll tweak the controls to swap out special for jump. I forgot about jumping down through pedestals. I'll also remove the cinematic attacks, and maybe think of something else (unless anyone else can come up with a way to implement something like that.) The co-op, tournament and free-for all rules do need clarification. There are random item spawns, but I don't know what those are yet, or what they could do. I figured once we have the basics down we can add summons and items. The number of attacks per character was made to be simple like in Smash bros. There aren't enough options to make a full robust attack/combo system, but it would be needlessly complex, especially if the game had 4 player combat.
|
|
|
|
|
115
|
Community / Indie Brawl / Re: Indie Brawl: Characters Voting (ends Dec 12)
|
on: January 12, 2008, 12:39:57 PM
|
|
Main Characters:
Trillby Akuji Lyle
Hidden Characters:
Ip Kung Fu Man (from M.U.G.E.N) Sexy Hiker
Summons:
Kingdom of Loathing Guy Curly Within a Deep Forest Ball
Bosses:
Dr. Cliche The Magician (from Cactus' newest game) The Truck from Truck Dismount
EDIT: (12:30 Dec. 14!!)
Ok, voting's over. I'm going to tally the votes, and put together a basic design document sometime this week.
|
|
|
|
|
116
|
Community / Indie Brawl / Re: Indie Brawl: Gameplay Mechanics Voting (ends Dec 12)
|
on: January 12, 2008, 12:25:38 PM
|
|
Just a reminder, voting ends tomorrow at midnight (so Monday morning-ish.)
My votes go towards SSB style combat, 3-button control (attack, guard and special) with N=jump, and simple combos (SSB style.) If this becomes a multiplayer brawl with moving stages, items, special modes and 4-player online combat (which seems to be the case) I think combos wouldn't work well, if at all.
|
|
|
|
|
117
|
Community / Indie Brawl / Re: Indie Brawl: Stages and Music Voting (ends Dec 12)
|
on: January 12, 2008, 12:22:56 PM
|
Voting ends tomorrow, here are my votes for stuff. - The Land of Emo or Broken America from the emogame series.[rant]emogame I think is one of the best and virtually unknown action platform games out there. The characters are pretty stiff and the controls are highly questionable, but the game is also witty, ironic, funny and has some damn inventive gameplay moments, levels and minigames (one second you might be in Purevolume.com, fighting an unholy Linkin Park Metroid hybrid and it's iPod/Transformer minions, the next you're on American Idol watching Chun-Li beat the crap out of Simon, then you're in broken America, getting Pete and Pete (from the popular Nickelodeon show) to help you stop George Bush from using Voltron to destroy the middle-east. Despite the game starring emo characters, the storyline is hardly sympathetic to emos at all (insisting that all emo musicians have ovaries and that they'd rather drink and cry by themselves than save their best friends The Get-Up kids from being molested by the badguys.) If you give it a chance and really get into it you'll be rewarded with funny dialogue and lots of oddball 80s references.[/rant] - Rocket on the Roof from Nelly Cootalot. In my efforts to find more obscure indie games to be featured in Indie Brawl I remembered Nelly Cootalot. Essentially you'll have a ground-locked rocket and a couple of uptight old ladies guarding it. There can be multiple platforms with pipes and steel bars that occasionally fall off, break and change around the scenery. -DeFoe Manor from Chzo Mythos series If you have Trillby as a character you gotta have this place. Key locations would be the drawing room and the basement. Also outside the space ship (for the second game) or a darkside/lightside shifting hotel (for the last game.) Music: In retrospect it's probably based around the stages chosen. I'd be up for getting the original musicians to remix the tracks (maybe redo certain tracks as synth orchestra or something.)
|
|
|
|
|
119
|
Player / Games / Re: Indie Brawl
|
on: January 07, 2008, 09:36:18 PM
|
|
I've always been under the assumption that the game would be 1v1. Adding more players requires more code, and, I feel it wouldn't be as fun unless it had online play or four controllers hooked up to the computer.
|
|
|
|
|