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1  Developer / Playtesting / Ghost City Rising [Alpha] - a spooky skyscraper crawler on: October 05, 2016, 05:59:51 AM
Dark Souls meets Spelunky meets IKEA.






Latest build here:
https://notmyjeans.itch.io/ghostcityrising


Hello!
I’ve been hacking away at my latest project for some time now and have put together a small alpha demo. It’s not a very long experience right now but I would love to know what you think and if you have any ideas or feedback for me. Also if you make it to the top, post your clear times!

Ghost City Rising is an action roguelike where you climb procedurally generated skyscrapers. And the furniture of the buildings come to life and haunt you.
-Procedural skyscrapers
-Spooky poltergeists
-Tough, in-your-face battles

Still very early in development but here are some planned features for it:
   •   Different floor themes: offices, penthouses, sky garden and more
   •   More weapons and items
   •   Special rooms like shops and fancy restrooms
   •   Other ghost-like creatures
   •   Story-based puzzles
   •   Electricity and explosions
   •   Hero classes
   •   Your own room to decorate
   •   etc.



2  Developer / Art / Re: Iji vector rendition (for Robo Surf) on: June 08, 2011, 12:38:47 PM
Thanks! Yeah now that you mention it the face probably could have been bigger, especially since the character is pretty small on screen. I guess chibi-ing up characters is a common practice under similar circumstances.

I actually like working with vectors, but I'm not really a graphics artist so this more "controlled" way works for me.
3  Developer / Art / Iji vector rendition (for Robo Surf) on: June 08, 2011, 06:00:48 AM
I recently made this game called Robo Surf (www.robosurf-game.com) which has Daniel Remar's Iji as one of the playable characters.

Robo Surf's look is made with vector graphics. I chose this style mainly because of the of the scalability of the technique, I was uncertain of what resolution the game would have in the end.

For Iji I asked Daniel (Remar) if I could use one of his characters in Robo Surf and we agreed that it would probably be best to repaint her to fit with the style of Robo Surf. At the time I just had the idea to fit Iji and the Blueberry Garden characters in for fun, and playing as them doesn't really change the gameplay of the game. This is something I'd like to experiment with in the future, but because of Iji not actually adding anything Iji-like to the gameplay I wanted her to be as recognizable as possible visually at least. With this in mind I chose to base the Robo Surf version of Iji on the main sprite from her own game.



The main pose in Robo Surf mimics the standing pose from Iji. I lowered Iji's gun becuase she wouldn't use it anyway. For her turbo pose I chose the ducking pose from Iji.



Going from pixel to vector graphics I could also add more detail to the sprites so I decided to base the new look of Iji on that of the story sequences in Iji. I also used the palette and shading from those sequences as it would better blend with the saturated palette of Robo Surf.



The dying pose of Iji is based on the knockback animation.



All Iji sprite maps as well as the game Iji is available from Daniel's site.
http://remar.se/daniel/

Robo Surf is available on iPhone:
http://itunes.apple.com/se/app/robo-surf/id434363535

and Android:
https://market.android.com/details?id=se.piecesinteractive.robosurf

(this was originally a blog post from our site: www.piecesinteractive.se)
4  Community / Jams & Events / Re: Business Cards on: March 16, 2009, 12:40:57 PM
I went through 100 cards and then started handing out brochures with our contact info on them when I ran out. This manning an IGF kiosk. So I'd say about 200.
5  Developer / Technical / Re: Microsoft Dreamspark on: January 31, 2009, 10:19:37 AM
To deploy your games to the 360 you'll have to have the Premium membership which costs $99 a year. However, with the Dreamspark deal you can get this feature for free with the one year trial. To actually have your games on the community games channel you would still need the Premium membership though.

XNA Game studio (all versions) is and has always been free for all. And visual C# express edition 2008 which is the least you need to go with XNA is free, too.
6  Developer / Technical / Re: Issue with MMF and fastloops on: January 29, 2009, 02:21:33 AM
If many boxes are falling at the same time and colliding with eachother you should probably be checking them from down to up (in the opposite direction of the gravity or whatever force is moving them).
7  Developer / Technical / Re: Issue with MMF and fastloops on: January 29, 2009, 02:07:36 AM
Hi!
I modified the example a bit and I think it works now. The idea was to have a separate detector to see if the box is about to collide with another box. This solves the issue with not findig the right instance to pick.

http://www.mediafire.com/?zqekmxgymzf
8  Community / Townhall / Re: IA: New Site Design on: January 18, 2009, 10:58:07 AM
the other one was more indie  Evil

just kidding, looks great! interesting read about heroes&villains too, more pics plz!
9  Community / Townhall / Re: Walkie Tonky on: January 17, 2009, 03:22:00 PM
Thanks everyone!

How was your feedback from IGF judges?
Haven't received any yet, not for this nor Puzzlegeddon. Should I have? (has anybody else?)


Same problem, took me a long time to get it... a mirror link would be good.
Hmm, we'll have to look that over. In the meantime you could always use the mirror link posted by indiegames.com: http://www.mediafire.com/file/w2ygdwijyjq/Walkie_Tonky_installer.exe
(I hope it's ok if I borrow it here )
10  Community / Townhall / Walkie Tonky on: January 16, 2009, 07:38:12 AM


Walkie Tonky

As some might have noticed we submitted a game called Walkie Tonky to the IGF this year. No nomination this time but I guess that's nothing to stay too sad over considering the competition. Instead I'll hope for the No More Sweden (Nor Finland) winning streak to grow! Wink

Anyway, Walkie Tonky is a concept we've been working on and the demo we submitted to IGF is sort of a prototype Emil, Erik and me put together at Pieces Interactive. The idea of the game is that you are a big robot that needs to make its way through a constantly scrolling level by throwing and kicking things out of the way. Or you could just say that it's like playing a giant metallic baby on a destructive rampage.

I wanted to make a physics-based game that took advantage of the chaos and variation adding simulated physics can bring, without it being too much of a sandboxy puzzle game which is often what physics-based games tend to be. Don't get me wrong, I like sanboxy puzzle games, I just wanted to try a new approach. With Walkie Tonky the design came out of the basic concept of a shmup with physics.

So try it out will ya, any feedback is welcome!

 Hand Point Right Download here! Hand Point Left

(Download mirror)
(

)
11  Community / Townhall / Re: Puzzlegeddon released! on: November 30, 2008, 10:15:54 AM
EDIT: Now it's released! Check out the main post.

12  Player / Games / Re: Boxed Indie Games? on: November 14, 2008, 05:44:11 AM
We've printed up some copies of Puzzlegeddon in DVD boxes and print on the CD (it's not that big...). We haven't really decided what to do with them except sell on expos and such. It costed about $2 for each copy (print, inlay and CD included)
13  Player / Games / Re: Crayon Physics Deluxe Pre-Order! on: November 11, 2008, 07:08:25 AM
CPD rocks! I think it's hard to explain the joy of actually playing the game as opposed to thinking you know what it is about. The outset may seem awfully simple and almost naive at first sight, but several levels later you'll find that the game is as personal as a game gets with you, the player, setting the standard for how challenging and elaborate the levels are.

14  Player / Games / Re: I DID enter something for IGF on: November 07, 2008, 05:02:44 AM
Those Agatha Ragatha concepts posted on the oxeye blog are really nice!

Perhaps I should answer to this topic myself too, seemed to have overlooked that when starting the thread hehe.

We entered Puzzlegeddon

...and  something else too
15  Developer / Design / Re: Tim Schafer Releases Grim Fandango Design Docs (Yay!) on: November 07, 2008, 04:43:20 AM
Wow, what an enlightenment it is to read a design document that manages to be funny!
16  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: November 07, 2008, 03:34:03 AM
Hello! My name is Mårten Brüggemann and I'm a lurker.

I've been designing games ever since I first started playing them around '88 or something when the family got a NES. Of course, nothing much at first, mostly drawing my own Megaman bosses and stages and stuff. Wish I had some of those left! With ZZT and Klik'n Play I first started actually making something real out of the different ideas. I've been lurking around Internet communities for those programs for awhile and at times actually submitting stuff!

Today I have a bechelors degree in game design, believe it or not, from a university in Sweden where I did my degree thesis around creating the game

. Me and some of my class mates from university started a game developing company called Pieces Interactive and that's where I'm working right now as a Game Designer and Composer. We've just completed our first game Puzzlegeddon after about a year in production.

Puzzlegeddon in Spanish!


Growing up, I was a console guy and I'm still infatuated with action-packed 2D platform games, something that reflects on the games I try to create today I think. I'm a big fan of games by Treasure, like:


and
17  Player / Games / I DID enter something for IGF on: November 04, 2008, 02:44:21 AM
Said and done. I saw that some users started reporting their enterings in the future tense version of this thread but as that didn't take off and I just can't wait to know hehe I now start this dedicated showing of hands thread.

So let's see 'em!
18  Player / Games / Re: I WILL enter something for IGF on: November 04, 2008, 02:35:42 AM
Shouldn't someone start a "I DID enter something for IGF"-thread, or is it just me that is deadly curious?   Tongue

19  Community / Townhall / Re: Puzzlegeddon close to release! on: November 04, 2008, 01:32:33 AM
EDIT: Ok, I'm sorry for this shameless ad spam, I must admit I didn't read up on the 10 post rule and thought the two forums (indie games & announcements)  where linked when logged in or something (as I can see announcement when not logged in but not when I am).
So I guess I withdraw my post until I'm worthy.

Sincerely,
Mårten
20  Community / Townhall / Puzzlegeddon released! on: November 03, 2008, 06:55:18 AM
(EDIT:Ok I'll try announcing in the right forum this time!)

Puzzlegeddon is now released!
Puzzlegeddon is a fast-paced puzzle/strategy game in which you puzzle on a puzzle board to gain resources which can then be used to use attack and defense abilities against opponents battling on a globe somewhere in space.

The puzzle board can be likened to a flattened Rubik's cube where you move rows and columns to group together same-colored blocks. When a big combo of blocks have been grouped the blocks can be transformed into resources.

The different colors of the blocks represent different resources and each resource is used to produce a specific type of ability. Use the red attack abilities to send missiles at your foes and the green defense abilities to shoot down any incoming threats. The blue and yellow abilities are support and sabotage abilities which are used to strengthen oneself respectively weaken your enemies, by adding shields to one's missiles or disrupting the radar of an opponent for example.

Puzzlegeddon features multiplayer matches for up to 6 players over LAN or Internet and there are also computer controlled bots to fill any empty seat. There is also a dedicated single player mode where the player is placed on a poisoned planet and needs to complete several puzzle challenges to survive!

We have a demo out on our website where you can try out single or multiplayer matches for up to 4 players. Or you can get the full game at Greenhouse, Direct2Drive, Gamer's Gate or our website.

Check out www.puzzlegeddon.com for more info!

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