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1411364 Posts in 69351 Topics- by 58404 Members - Latest Member: Green Matrix

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181  Community / DevLogs / Re: Delver on: November 04, 2012, 03:16:30 PM
Int, it's a LG-E617G.

Play is telling me there is an update out, and it errors out when trying to download it. Odd.

I'm getting the same issue with a Galaxy SII.
Quote
(Error retrieving Information from server. [RPC: AEC:0])
182  Community / Sports / Re: Sports Compo - General Discussion on: November 02, 2012, 05:38:51 PM
I kind of feel like it's a TIGsource faux pas to post game suggestions since I'm not a dev but whatever:

  • Baseball played on a massive trampoline. Outfielding is hilarious.
  • Team's mascots are real animals loose on the field and have to be avoided during play. Fights between mascots are just a part of the game.

Also, not actually a suggestion, I just won't consider NASCAR a sport until these are standard rules:
Every member of a car's crew takes turns driving between pitstops. Then I might consider drivers athletes.

Holy shit I fucking love TIGsource compos.
183  Community / DevLogs / Re: Environmental Station Alpha [trailer up!] on: October 25, 2012, 12:04:45 PM
Eyes are cool.


I think it lost one. Pretty sure Alucard saw it outside a long hallway in Dracula's Castle.
184  Community / DevLogs / Re: The Walled Garden on: October 17, 2012, 07:42:19 AM
If anyone has any ideas as to other things the hidden_hand could manipulate I'd love to hear them.

I don't know how well this works with the gameplay you have planned or even if it's possible to implement but randomizing creature behavior a bit. You'll also have to excuse me if you've already mentioned something like this in the devlog, I haven't been following it that long.

I imagine the world would feel more alive if the creatures aren't always behaving the same way when alone or around other creatures. Occasionally creatures of the same kind might be playing before interrupted. Or a predatory creature might be hunting something before interrupted. Stuff like that.
185  Community / DevLogs / Re: Pioneers (New build: Sep 23) on: October 17, 2012, 07:32:31 AM
Perhaps you could add some lines and sea monsters, ships or stuff like there was on maps at the time.

Heh. I was gonna say the same thing.

Found this website yesterday and never got around to posting it. Seems like it could be a good resource but there might be too much junk to wade through for good inspiration.

http://www.digitalhistory.uh.edu/maps/maps.cfm
186  Community / DevLogs / Re: Here be update logs for my freeware gams. on: October 10, 2012, 02:39:11 PM
I dunno, I guess I'm just very much used to it now, the only time I've ever felt the inertia led to damage as opposed to it being my own fault was sometimes when you reach the wall sections during a very fast portion of the level. Incidentally the same powerup that halves the screenshake also removes all inertia.

Oh don't get me wrong, it was my own fault in every instance. I've not played enough to be very good at the game yet. Heck, I haven't actually gotten a powerup yet. I'm mostly noting it as an interesting design decision since it's so different from the (admittedly few) shmups I've played. I think it adds to the game, rather than detracting from it.
187  Community / DevLogs / Re: Here be update logs for my freeware gams. on: October 10, 2012, 08:06:30 AM
None of the things udderdude mentioned about Fumikumo bothered me except maybe "overuse of inertia". It has been an interesting thing to adapt to since I'm so used to being able to zip around with precision in shmups. I kind of wish I didn't take damage from hitting the walls but that's only because I'm still getting used to the feel of the controls.
188  Community / DevLogs / Re: Pioneers (New build: Sep 23) on: October 09, 2012, 04:03:23 PM
*snip*

Huh, this screenshot reminded me of something I had meant to bring up when I was playing. Dunno if I felt like it wasn't a reasonable suggestion or if I just forgot to write it down.

I feel like there is a lot of unnecessary overlap in the UI.

Things like "Make Camp" being available through the Actions menu, the Actions side bar and through "Use Item" in the Inventory menu and the pop up menu in the Inventory side bar. It might be a good idea to simplify the UI a bit in situations like that.

I like the drop down menu 'cause it feels old school but once I realized everything could be done with the side bar I rarely used it.
189  Community / DevLogs / Re: dot sneak - top-down stealth game (browser-based WebGL) on: October 09, 2012, 03:52:07 PM
Out of curiosity, will guards eventually communicate with each other? Has it already been mentioned in a post I missed?
190  Community / DevLogs / Re: Project gnh20. __ (roguelike+craft+evolving world+platformer) __ on: October 09, 2012, 03:37:00 PM
Yeah, I feel like there's really great gameplay here- it's like DF though, very difficult to get into. Any tips on getting past the first 'barrier'? I think once the interface is cleaned up a bit, this will be a brilliant game.

Honestly this is mostly whats been keeping me from playing. I'm hoping the game development continues to the point where there's a devoted community like DF's. I'm desperate for a wiki.
191  Community / DevLogs / Re: The Walled Garden on: October 04, 2012, 10:28:47 AM




In the next few days I will be applying for an artist consultation from Alex Grey and his wife at the Chapel of Sacred Mirrors.
I would like to go for a week retreat and set some life goals and measure my accomplishments while I'm there.

That's incredibly exciting. I'm still a little disappointed I never got up there while I lived in MA.
192  Community / Townhall / Re: Deep Space Settlement (RTS) on: October 03, 2012, 08:56:41 AM
That ship customization looks amazing and seriously, dangerously addicting. I'm a little worried I'd spend hours just customizing ships.

Maybe not too worried... Grin
193  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ (22 Sep build) on: September 30, 2012, 02:08:07 PM
Personally I like how vibrant the old tiles are and it seems unnecessary to spend your time working on replacing something that's already functional.
194  Community / DevLogs / Re: Pioneers (New build: Sep 23) on: September 26, 2012, 09:16:16 AM
Quote
I purchased flask(s), tent, sword, axe, bow and flint but the task isn't checked in objectives. Only thought it was strange since the rest of the tasks check off.

That's strange. Are you sure you had as many flasks as you had men? If you have the save file for that, maybe you could zip it up and send it to me? It's in the data/savegames folder.

Whoops, that's my fault. I misremembered the minimum on dried meat I was supposed to buy. Works fine when I actually buy the right amount of everything.  Durr...?
195  Community / DevLogs / Re: Pioneers (New build: Sep 23) on: September 26, 2012, 08:03:32 AM
Meant to post this yesterday but I got distracted by Sim City.

I think it'd make a lot of sense to make 'buy brig' the first objective or 'harbor' the first button. A harbor with a brig works as a makeshift inventory while purchasing supplies.  Also, on my first playthrough, before reading the objectives tab, I hired explorers and bought equipment first (since the tabs are in that order). By the time I realized I could buy a ship at the harbor I had run out of cash and started a new game, though it occurred to me later I could have sold stuff again.

On the character sheets initially I thought there was something strange going on with the skills text but I just realized occasionally skills get struck out on re-rolling.

I purchased flask(s), tent, sword, axe, bow and flint but the task isn't checked in objectives. Only thought it was strange since the rest of the tasks check off.

The tabs in the quest book are close to unreadable for me.
Initially it is pretty difficult to tell what the tabs in the quest book say.

Would it be possible to remap keys? Ending turn with 'enter' is automatic for me from playing Civilization. Not an issue, just personal preference.

It'd be nice to have a 'go to home port' for the brig.

Leaving two explorers in the new world I sent the third home. Upon arriving the two that didn't sail home have teleported to the dock. One of them even seems to be attempting to disassemble the dock using only his axe. (He had been clearing a forest in the new world.)


Choosing from this point to immediately sail out the game crashes. Would the log Windows offers when suggesting checking online for a solution be useful?

A crash I can't seem to reproduce - 1 member in camp, 2nd member, not in camp selects leave camp - not sure about this one.

First turn in the new world before the brig has moved the first character can't pick up dried meat, he can pick up other things and other characters can pick up dried meat. Haven't tried reproducing this.
196  Player / General / Re: What are you reading? on: September 24, 2012, 11:06:52 AM
I'm rereading The Magicians.  I'm picking up a lot of hints that I missed the first time through.  Not the best book in the world, but it's fun.

It is definitely that.  I still can't decide whether or not I liked it more than The Magician King. The Magician King felt like a ...larger story, somehow.

Anyone know if Grossman's Codex is worth reading? I need to read something awesome when I'm done with Shrodinger's Cat (again).

I have a couple of collections of Lovecraft that I never seem to be able to get into. Maybe I'll try that again.
197  Community / DevLogs / Re: Delver on: September 24, 2012, 08:12:03 AM
If people are unhappy with the "work" you're putting into graphics, perhaps they can put their own work in for their own user experience.

..ahem.

Or at the very least start their own thread discussing their opinions on graphics somewhere else rather than derailing this one.  Over in Games, perhaps.

...ahem-HEM.
198  Community / DevLogs / Re: Pioneers (New video) on: September 24, 2012, 07:58:11 AM
You might want to add some kind of disadvantage-vs-melee mechanic for ranged attacks.
Early gunpowder weapons also had a fair chance of blowing off their carriers hand instead of hitting the adversary.

Musket is listed in the weapons category in the supply store but it's not implemented yet.

Early gunpowder weapons also took an inconvenient amount of time to reload. I imagine the only time it would be worth it is if you can afford to equip multiple guys with 'em so you can rotate who's shooting and who's reloading.


Huzzah!
199  Community / DevLogs / Re: STEALER on: September 18, 2012, 11:58:53 AM
Blink Where did those come from???

I suspect that he had found it in my tumblr
I see why he hadn't posted a direct link due to that poor turtle.

I'm pretty sure that's a scene from a Mario Bros. fan film.
200  Community / DevLogs / Re: Delver on: September 04, 2012, 03:45:16 PM
It almost feels like watching a PowerPoint of the wall, playing this.

I'm also reminded of a PowerPoint of The Wall.

But not really.

1.The newest build is 8-30-12

Thanks, I'll download the new version.
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