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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 08:14:39 PM

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21  Community / DevLogs / Re: No Truce With The Furies - isometric RPG about being a total failure on: October 24, 2016, 10:03:50 AM
I've read this Dev Log a few times and I have unfortunately never got round to commenting.

I absolutely love the living painting art style. I'm curious to know, is the camera in the scenes static or do they follow the player/player input? I quite like the idea of seeing the game as a moving piece of art.

It's been brought up a few times but I also confuse the title for 'Furrys'. Probably because I'm not as familiar with the word 'Furies'. I'm not really a fan of the title because I don't know exactly what it means and it doesn't seem to give an indication as to what the game is about.

I really like the vehicles although this one looks a bit impractical without side mirrors.
22  Community / DevLogs / Re: Amazeface - Maze puzzle game (Get Demo & Level Editor) on: October 21, 2016, 11:28:50 AM

When I saw Level 1-6 Mazey's Island it reminded me of a Pop Tart so I re-made it in the editor and I think it looks a bit more colourful and interesting. (I'm not sure if you have a Pop Tart level already but you are feel free to use this in your game, it should be exactly the same, just re-themed)

1-6 Mazey's Island (Left) - Pop Tart Level (Right)
<image>

I ended up using your level ambo! Since it's entrance is in the lake i changed the background to blue and named it "Ambo's Island" on the map!
Wow, Thanks!

What platform(s) are you aiming to release for?

I'd be happy to play test for iPhone, iPad, PC and PS4.
23  Community / DevLogs / Re: Mastermind (VN about conquering the world) on: October 20, 2016, 10:57:30 AM
I love the concept and it sounds like a fun game. You seem to have many, many ideas which is great but I worry it might be a bit overwhelming to a new player, it would be good to introduce new features/henchmen/regions/etc are eased into the game slowly to keep people wanting to play more.

I think it would be good to use humour in this game considering evil considerations don't exist in the real world outside of films (although you could say some corporations are evil).


24  Community / DevLogs / Re: Amazeface - Maze puzzle game (Get Demo & Level Editor) on: September 27, 2016, 07:39:42 AM
This is fantastic, I love it! Good luck on this. I've got a suggestion; portal tiles. I think its pretty self explanatory what they do.

They are already in the game.  Smiley
25  Community / DevLogs / Re: Amazeface - Maze puzzle game (Get Demo & Level Editor) on: September 25, 2016, 09:30:03 AM
Looking great so far! I was surprised there was no support for WASD control. It's very easy to implement with the Input Manager and I find it much easier to use.

Resetting the level doesn't reset the move counter. I'm not sure if this is intended behaviour as exiting the level and starting again will reset the counter.

The 'Arrow Blocks' (I'm not sure what they're called, the ones that let you pass through) are a bit hard to identify. Why not use contrasting/opposing colours for the arrows?

When I saw Level 1-6 Mazey's Island it reminded me of a Pop Tart so I re-made it in the editor and I think it looks a bit more colourful and interesting. (I'm not sure if you have a Pop Tart level already but you are feel free to use this in your game, it should be exactly the same, just re-themed)


1-6 Mazey's Island (Left) - Pop Tart Level (Right)


Level Code



26  Community / Competitions / Re: The Buswick 2016 - Fail to Win on: September 14, 2016, 07:36:14 AM
I've never taken part in a game dev competition but I think I'll give this a go. This years theme has given me an idea for a game that might work well. I'm not sure how far I'll get but I'll submit the game if it goes well.
27  Community / DevLogs / Re: Amazeface - Maze puzzle game (Download Level Editor!) on: July 08, 2016, 08:53:02 AM
I very very rarely buy games on my phone, I usually only play free to play games that run on small, un-intrusive banner adverts.

I would consider paying for this game on mobile if it had a reasonable price for the amount of content available.
28  Community / DevLogs / Re: Amazeface - Maze puzzle game on: June 30, 2016, 04:40:41 AM
Looks really cute. The jelly-like animation is really satisfying to watch and I love the level editor, it looks really simple and easy to use.

I'm also really impressed with your portfolio, I have no doubt this will be a successful game.  I can see this game doing very well on mobile platforms in particular.
29  Community / DevLogs / Re: Manifold Garden (previously known as Relativity) on: December 09, 2015, 08:21:42 AM
A few months ago I started to learn how to make games in Unity. I came across this topic a few weeks ago and over several days read pretty much every diary log. I particularly appreciated the links to other game developer logs (Portal and Everything 'I Learned About Level Design I Learned from Disneyland' in particular).

I've easily spent about 20-30 hours watching the Unity Tutorials online, particually Unity: Live Training and an equal amount of time playing around in Unity, Monodevelop, Blender and Photoshop. Of all the things I've had to learn about (Physics, Animation, Models, Materials, Shaders, Textures etc...) one of the biggest barriers I've had has been scripting.

I have two questions which I hope will help other people interested in game design.

1. Were there any particular resources you found useful to learn scripting (C#)?
2. What advice would you give yourself when you started two years ago?

30  Community / DevLogs / Re: Sausage Soccer - A Local Multiplayer Physics Game on: November 28, 2015, 09:37:51 AM
Very funny game concept, I look forward to reading more. The shark. corgi and eagle characters are my favourite. I'm surprised you haven't made one of them a giraffe.

I got a chance to make some of the changes recommended at the previous playtest. Notably I reduced the corner stickiness for the ball and characters, added an invisible wall to keep the ball from falling off the map (but kept it so the player could fall off)

Obviously I haven't played the game so I don't know if this is a problem or not but, could it not be a bit confusing to the players if a invisible wall only blocks the ball and not the players, they might think since the ball cannot leave the level, neither can the players.
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