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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 01:42:35 PM

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21  Developer / Art / Re: pixel art recognition on: May 22, 2010, 11:53:09 AM


Even the same pose.
22  Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: May 18, 2010, 06:57:52 PM
Which game is this? I don't recognize it.

It's the original Jigsaw.
23  Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: May 18, 2010, 05:47:54 PM
I guess I should probably post some progress in here.





I think there's only gonna be two levels, but I'm spending a lot of time making sure the level design is good. After they're done, I'll see if I can put in a couple cutscenes and a boss, but they're low priority compared to finishing some actual levels. Also in the best case scenario I'd get a second song done.
24  Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this) on: May 07, 2010, 12:10:20 PM
Have no clue how to not have the spazz at walls. Does anybody with MMF know how to fix it? By anyone I mean Podunkian of course.
You could have a detector on the side of the character that determines whether he's overlapping a wall right next to him, and if so disable walking in that direction.
25  Developer / Playtesting / Re: Conquer the Shadow World on: April 14, 2010, 11:46:19 PM
What I wonder about the random spawning thing is if it might be even more frustrating to not be able to get back to where you failed, and kinda having to memorize a bunch of different start points.

Maybe it could be a choice, you could choose your start area and keep going to the other bosses. That way you could mix it up whatever way you want or keep repeating.

Or maybe just a shuffle mode on the menu screen.
26  Developer / Playtesting / Re: Conquer the Shadow World on: April 14, 2010, 02:00:41 PM
It's a lot easier to perfectly beat something you've created and tested hundreds of times than it is for a first-time player, it doesn't seem like you're keeping that in mind. We don't know the inner workings like you do, and forcing people to learn those intricacies right off the bat will turn people away.

Also, requiring the player to restart everything because of one slip-up is not the only way to get someone to improve at the game. Probably the thing that annoys me most in game design is having to repeat an easy part because I died on a hard part. It's a punishment that's just annoying, not useful in any way. Restarting someone before the hard part they died at doesn't make it insanely easy, it's just less pointless filler and thus more likely to keep the player's attention, especially in a game they didn't pay for and don't feel a huge obligation to finish.
27  Community / Townhall / Re: ANNA ANTHROPY'S REDDER on: March 13, 2010, 03:31:32 PM
Why are you even going that far? At what point in Zelda do you hit switches and collect gems while the graphics deteriorate? At what point in REDDER do you hit people with swords and cast magic spells while confronting bosses?

The extent to which they are similar is the fact that both are 2D. There isn't any more likeness.
The switch block puzzle mechanic is straight out of Zelda 3. That mechanic is the base of the puzzles in Redder, and that's what we're talking about.

I didn't mean to imply that I thought this was the exact same thing as Zelda in every single way.

The context of the puzzles and the puzzles themselves are different, and that's why I'm defending the game's use of the mechanic.
28  Community / Townhall / Re: ANNA ANTHROPY'S REDDER on: March 13, 2010, 11:37:45 AM
It's BORING, anyone who's played any 2D Zelda should find this boring.
Anyone who's played any 2D Zelda should find this familiar, but not all of us get bored of something after doing it once.

To me it's like saying anyone who has played an FPS should find most other FPS games boring. I feel that way about FPS games, but it makes perfect sense to me that someone who looks for that type of thing would enjoy more of it. It's mostly the same type of stuff, but sometimes that same stuff is the reason people play, not a source of boredom.

If you like something, you want more of it. People want neverending amounts of sequels to their favorite franchises. I'd say your problem with the game is more about you not liking the switch mechanic than it being something that was done before.
29  Community / Townhall / Re: ANNA ANTHROPY'S REDDER on: March 10, 2010, 07:28:21 PM
My main complaint has already been said, the sound effect for collecting a gem was way too loud.

Anyway, got 100%, really enjoyed it. The level design is great.

There were complaints about backtracking and not knowing where to go, but that's kinda what I liked about it. I seriously can't get enough of the satisfaction of seeing an item that I don't understand how to get and getting back to it eventually. Roaming around the area to find the nearest switch that will still let you get back was fun.

This game proves that there's still plenty left to do with old, simple elements like switch-activated blocks, which is great.
30  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: February 21, 2010, 02:33:17 PM
Hey I'm CPW, which stands for nothing really.

I'm a big fan of Zelda, Mario, and the rest is random and too long to list.

I started with MMF2 around a year ago, stopped due to lack of computer a couple months later, and started with Construct about a month ago.

I've never finished a game but I plan to finish my first, currently titled Squirdblast. I intend to make all the content for the game.
31  Developer / Playtesting / Squirdblast on: February 21, 2010, 01:10:42 PM
My work in progress made with Construct, started on 2-16-10:







Try it out: http://dl.dropbox.com/u/4846308/Squirdblast.rar

Collect rings to build up your chain. The long white bar that appears at the top when you collect a ring shows how long your chain will last. The upper left corner shows your high score. The upper right corner shows how many rings you need to get your next boost and how many boosts you have. The number in the upper middle shows what your current chain is. The safe zones stop your chain timer from going down. There's no health limit, but if you get hurt your chain ends.
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