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Developer / Playtesting / Re: Polaritron
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on: September 03, 2014, 08:02:49 AM
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Thanks for the feeback guys! Really appreciate how you took the time to write this stuff for me.
Super hexagon was definitely the biggest inspiration. I believe it's the perfect example of mobile game and I wanted to try and achieve something similar.
Yeah, the sounds design was the hardest thing to tackle. I tried timing the "capture" with the music, problem is that the bullets ' speed is not timed in properly (music was added way later) so the "capture" is on time only half of the times more or less, it ends up sounding quite weird. I will have to do some tests in those regards. It's strange because I have never considered the music to be a critical part of those kind of games (most of the time I played super hexagon was in an environment where I couldn't turn the sounds on) but during testing it adds so much to the feeling of the game. Hope I can get it right, I'm just scared I'll have to rewrite big chunks of the engine when I was so close to the "finishing line"...
Ah, well. Live and learn, indie game maker.
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Developer / Playtesting / Polaritron
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on: September 01, 2014, 12:16:40 PM
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Polaritron is a small, quick and dirty (not really) arcade game. I developed this to learn the beautiful engine known as Haxeflixel, and the first prototype was met so well in their forums that I decided to polish it further. As stated on Itch.io, this is the basic mode of a larger version of the game, with more game modes, leaderboards, unlockable color schemes and sound packs. That's almost done, will probably release in a few weeks. Will keep you guys updated in this thread. In the meanwhile, I'd love to hear any opnion or feedback you got regarding the game!
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Developer / Playtesting / Re: Carnage Street HTML5 Version / RELEASED!
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on: February 05, 2013, 09:25:59 AM
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Android version released! Finally fixed that certificate issue. Thanks for the feedback, Nyob. I found out that the difficulty scales from player to player, I've received complaints about the game being both too easy and too hard. And yeah, once you get good at it the replayability factor goes down. Maybe that could be fixed with unlockables or power-ups shop or something like that.
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Community / DevLogs / Re: Terra Incognita
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on: February 02, 2013, 02:08:52 PM
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By reading the title, I tought of this cool net yaroze (obscure early PSX programming language) game: anyone remembers it? It was so cute 
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Developer / Playtesting / Re: Carnage Street HTML5 Version
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on: December 31, 2012, 04:34:17 AM
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I updated the version on the website fixing a few bugs and adding a few extra options, now we should be very near to the final version  As usual, if you play and find any bugs, please let me know!  Also, a beta APK is available here: http://db.tt/S0sHiup3fot those who might want to try them on their android phone. I'd be grateful if you let me know about performance using different settings and, again, of any eventual bugs! If you're on IOS, you can sort-of get the app by browsing to the browser link and adding it to the home screen - You should be able to play offline. ...I wish you the best of luck!! Keep in touch!!  Thanks for your words! They're highly motivating. Yeah, the street is the most out-of-place element as it was lazily made with a quick filter in photoshop... I plan to refine it though! Oh hell yes. I'll happily pay for the Android port. Do Color Space Beaver next!  My plan is to release it for free along with a "donate" version for those who fancy offering me a coffee 
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Developer / Playtesting / Re: Carnage Street HTML5 Version
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on: December 28, 2012, 04:47:40 AM
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You guys can try it online here: http://db.tt/W3VPmdxd(I suggest using a modern browser that supports html5 like chrome or firefox) On Desktop PCs and tablets, the game should run fine with the highest settings. If you're playing from an Ipod/Iphone, you may want to play with the VFX settings (touch the boxes on the bottom of the title screen to do that). APK version coming soon! What's missing: - Most of the sounds - Weapon and bonus balances (I believe the PC version was balanced enough - I'm trying to replicate that, but your feedback is alwasy welcome!) - Graphical and general polishing - Additional control systems
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Developer / Playtesting / Carnage Street HTML5 Version / RELEASED!
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on: December 25, 2012, 08:11:28 AM
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Play the game on your browser Download on the Google Play Store!"In short, it's just 'shoot all the crawling ducks', but the ducks are so gushy and the guns are so beefy that it's rather enjoyable." -Amon26  Carnage Street is an-old school shooting game ready to be enjoyed for free on most platforms out there. Use more than 12 different weapons to splatter the massive, upcoming army of zombie and defend your town by painting the street with a nice blood, arcade red. The game has been released, after putting this off for more than I should! Enjoy and let me know what you think about it. And have a look at its mini-website!Original Post: Hello everyone (and Merry Christmas!) On those holidays I am working on a porting of my previous game Carnage Street ( http://forums.tigsource.com/index.php?topic=10493.msg322689#msg322689) in HTML5. I plan on releasing on Android and IOS (as web app) as well. The game content is almost complete, soon enough I plan to share betas and APKs to test performance and tweak it. Right now it goes quite smoothly on my Galaxy S, which is promising 
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Community / DevLogs / Re: Pioneers (Tech demo available!)
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on: June 14, 2012, 05:15:21 AM
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Been in love with this since the first mockup at pixelation. Great coding and art - I jelly. Shame that the demo freezes when I disembark on my PC  Hmmm, that's bad. So it totally freezes and not even the cursor moves? But it doesn't crash and close the game? Sounds like it encounters an endless loop of some sort which is strange because I don't think there's any loops in that section of the code :/ If I get this straight, you sail along, see some land, move right next to it, press Disembark and click on an empty piece of land and it freezes? Happens shortly after or shortly before I disembark, there's not a set point. Everything freezes in the game, mouse doesn't move and keyboard doesn't answer. Sometimes it fixes by itself after a few seconds only to freeze again shortly after. Can't close the game if I try to close the window, but it closes it if I right-click on the start menu icon and choose close. Hope it helps.
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Community / DevLogs / Re: Venusian Vengeance
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on: June 14, 2012, 04:20:45 AM
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I just released a trailer for the game:
Judging from the video it plays smoothly and nice. I'm keeping an eye on this wonderful orgy of colors.
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Community / DevLogs / Re: InfraTerra
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on: June 14, 2012, 04:16:07 AM
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This looks so metroidvaniaish sweet. Hope to see a badass character to go along that badass title screen.
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Community / DevLogs / Re: Low-Res Ninja FPS
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on: June 14, 2012, 01:33:04 AM
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Thanks for the motivation guys, I appreciate it! Updates from today!  Started 2 new types of enemies: the red ninja, which shoots shurikens which are faster than the kunais and is a bit more hard to hit since it strafes around more than the purple ninja; and the green ninja, which teleports around the room and shoots 3-way kunais. Still coding this last one.  Enemies now drops ammo when killed. Plus I added a new item, the healing pill, which restores 50% of health and is the strongest healing item; and some new weapons, the shuriken (which is the same as the one thrown at you by the red ninja) and the repeater crossbow (Berserk ftw) which is fast and powerful but eats ammo like no tomorrow. I'm curious about some of the technical details. Will you have any vertical (y-axis) movement/geometry? Are you planning on lighting at all?
No, I was planning to go for something Wolf3D like, no vertical movement. No plans for lighting either, maybe some fog in a dark cave stage? Just noticed, maybe a little too much AA on the number font?
Ah, that's because it's not a pixel-perfect font. It's temporary though, may replace it in the future.
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Community / DevLogs / Low-Res Ninja FPS
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on: June 13, 2012, 12:11:02 PM
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Heya guys! I got back on the development of this little wolfenstein3D-like ninja-themed fps after a year... sadly last summer stuff happened that mined my game-making inspiration for quite some time... now I'm back on track, more or less.  Right now I've got the engine running, first annoying type of enemy that walks around and throws kunais at you, and some rice balls and ramen soups that restores your health. The game is planned to play in quite a old-school way, with some addition in have in mind like magic scrolls hidden around the stages for over-powered awesomeness, and limited saves based on the difficuly level. Still grinding around for the name. Pics are 200%. Maybe they're a bit too pixelly, might work on the scaler to see what I can take out of it.
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