atte

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Everything posted by atte

  1. For me I think it helps if I have seen and remember what the talkers look like so they are not just ethereal voice ghosts in my head - anyway, Danielle brings a refreshing new flavor to the thumbs tone pool.
  2. No-Dota-Dad's motorcycle escape timing was great, and speaking of dads, did Sean turn into Chris's dad when he at 9:55 describes Zelda: "It's a maze basically." (referencing this ). Thanks for the animation shout-out (somekind of pronunciation guide for Atte: A is like in arm, E is like in end, short vowels) and speaking of speaking ofs and pronunciations, where's the Kickstarter for Neuromancer, read by Danielle in her OG accent!?
  3. Idle Digging - Shovel Knight

    Saw this on https://forum.speeddemosarchive.com/post/shovel_knight.html It should be fixed now but there is probably some of that out of bounds stuff still left in the game.
  4. Idle Thumbs Animated

    Inspired by these I ended up doing one myself (another Sean nightmare weirdly). So I hope it's ok for this thread to become a general home for animated/illustrated podcast segments from different creators.
  5. Nick's KeLo message got me thinking how dreams seem to have sometimes sort of prop information, where the actual details and content is not so important, just the tone. Your mind wants to create a situation where you give or receive certain kind of information but doesn't have the time or experiences to fully create it. One example of this was a dream where I was really proud of a joke I told to some people, but when I woke up and still exactly remembered the words - they barely made any sense at all and definitely were not funny... The dream was about me in a certain kind of social situation not about the actual joke. But it's great how I had to actually have some words posing as a joke so that the illusion would feel real to me. And a total sidenote: I was listening to this episode on iTunes in the background, but then had a Winamp open with a Gang Starr song paused and the only thing visible from the title for a second was: 'Three Men and a Lady Remix' - so momentarily I thought the episode title was exceptionally sassy.
  6. Idle Digging - Shovel Knight

    Main things I noticed was reduced checkpoints (only two per level) and almost no health pickups at all, every platter had a bomb. There might have been more and harder enemies but nothing especially different from the first playthrough, it was quite an interesting challenge still - and playing the early levels with all your items and stuff was fun. I don't think there's different endings(?).
  7. Idle Digging - Shovel Knight

    Finished the new game+ and I'm still amazed how well the game uses and recycles ideas from NES games while still feeling like a new and original thing. That Gamasutra post about NES-tech is cool, and probably because I read it before playing, I had a strange feeling of unease when I saw the Polar Knight's cloak (its color is not from a NES palette). Having played recently this, 1001 Spikes and Kero Blaster I'm happy that there are current designers who are confident and creative with oldschool aesthetics. And yes, the soundtrack is wonderful too http://virt.bandcamp.com/album/shovel-knight-original-soundtrack. Here's an interesting article/interview about Shovel Knight's inspirations: http://www.usgamer.net/articles/game-dev-recipes-shovel-knight As a big Zelda II fan I'm delighted by that, though I understand why so many use the Ducktales comparison first rather than "You remember that special ability from that other 8-bit Zelda?". But besides combat mechanics and villages this might be the most important link to Link:
  8. Wapeach! sounds like a whip... The adventurous princess Wapeach, we need another Tomb Raider reboot with her.
  9. Hmmm, I thought Wario's naming was just about the flipped 'M' but wikipedia says: The name "Wario" is a portmanteau of "Mario" with the Japanese adjective warui (???) meaning "bad"; hence, a "bad Mario". So Waluigi as a name isn't so silly after all. Still I already had started to wonder - Would evil Peach be princess beach? Evil (or good?) Bowser is also Bowser? Should there be a Mario Mare - collection of horse micro games, and Mario's Moods - an existential journey into Mario's true feelings? Also that Google car's face looks like the murder protocol has already been activated (and yes, I used the nose as his its eyes...)
  10. "It's being invaded by the Otterworld. A world of someone's nightmarish delusions come to life." ...
  11. Ok, this was a weird idea... I made an intro animation for Sean's dream/nightmare animalpunpuzzleplatformer (at about 1:28:00 in this episode). It was mainly also a chance to try out this kind of big characters in lo-res style (it's in NES resolution & color palette).
  12. Post Your Game for Playtesting and Feedback!

    It seems to require a 64-bit Windows, is 32-bit version possible so I could check it out.
  13. Japanese Spiderman is fantastic, I watched the whole series (41 episodes) with a friend a couple of years ago. It was available on Marvel's website but now it just gives me a 'page not found' when searching for an episode... Well the episode guide is still there: http://marvel.com/tv/show/128/japanese_spiderman/episodes Here's some episode titles: "The Secret Emissary from Hell, the Enma Devil" "The Mummified Beauties of the Uncharted Amazon" "The Incredible Wild Girl Who Bullies Boys" "To the Flaming Hell: See the Tears of the Snake" "Once Upon a Time in the Mysteriousless World: The Cursed Cat Mound" "Fearful Hit Tune! Song Dancing Murder Rock" "The Terrifying Half Mer-Man! Calling the Miracle Silver Thread" "The Time of Revenge Has Come! Beat Down Iron Cross Group!" So to me Spiderman will always be about the fight against the Iron Cross army and Machine Bems.
  14. Amateur Game Making Night

    Game Maker studio (standard) has a limit for how big single image files can be, if it's bigger than that it compresses/blurs the file pretty harshly. I was about to convert the project from 8 to studio but got annoyed. The reason I made just huge images (instead of tilesets for example) was because it was the most comfortable and fastest way to make the graphics. I feel I should try and start to learn and develop more sustainable game making practices but that's why I also like Game Maker cause it let's you mess around and get results quickly.
  15. I had this idea for a simple BigDog game about six months ago (inspired by thumbs episode 118), made some progress and then lost intrest. But when I saw this new game dev subforum I got the inspiration to finish this thing. The genre is 'a runner with an end' or maybe 'barely interactive joke', but I'm quite happy with the end result. It's made in GameMaker 8 and runs on Windows only. https://www.dropbox.com/s/mx4izqdyuw18nqu/BigDogRun.exe Here's a gif: And a full playthrough if you can't play it or just want to check it out quickly.
  16. I reused & modified some graphics from my BD game for a gif that commemorates the lost 150. Also because of Tom Francis's wonderful technical reporting I was pro enough to make the starting frame of the three frame running animation different for some of the characters...
  17. You can watch the archived stream here before it appears on GB/Youtube: http://www.twitch.tv/giantbomb/b/512855387 (the show starts at 01:16:55)
  18. GameMaker Tutorials

    This is just what I was looking for! Thanks for sharing (seems to work well in standard too).
  19. Oh... that's strange, it's a bug that I can't seem to be able to trigger myself. The coding and techniques used making the game are suuper messy/lazy/beginner so I guess that's not surprising. I used a platforming engine for the player's movement/physics because I can only handle pretty simple code myself. (It is the same engine that the original Spelunky used as a base http://martinpiecyk.com/site/platformengine). So here's the source, if somebody wants to look how I cobbled this thing together (don't know how or if it will run in gm studio). https://www.dropbox.com/s/4yqe0l4otqtt9b4/BigDogRun_source.gmk
  20. Thanks everyone, now I wait until the Google drones come knocking on my window. Cool that it worked. This project was a strange experiment, usually I try to prototype and design super mechanics focused, quite abstract multiplayer games but this at least started as a complete opposite of that... Maybe I will someday start working on a legit survival horror game.
  21. The Idle Thumbs 10th Anniversary Committee

    What a great thing that was, thanks everyone involved, with Steve's new twitter image my cyber dream is complete.
  22. The Idle Thumbs 10th Anniversary Committee

    Livestream with the full crew will be a beautiful thing (at 5 am in Finland), Steve's cyberghostpresence will be there with them in spirit.
  23. The Idle Thumbs 10th Anniversary Committee

    Sounds like a horrible ARG... So excited! They streamed Spelunky from there yesterday but any kind of response/reaction is cool.
  24. The Idle Thumbs 10th Anniversary Committee

    Tweeted. I use my twitter account for just following people so right now that's the only tweet in my profile... well it heightens the sense of mystery I guess. And now I realize how weird that picture is without the context (the zoomed in, pixelated Jake in Cineaste's post reminded me of the doom guy and that's why I made it).