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Everything posted by Dinosaursssssss
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Today I released my first game, Flapjack Flinger on Android! It's based on the 80s bartending arcade game Tapper, but with more bears in suits. There'll probably be an iOS release eventually, I'm still sorting out finding a cheapish mac to develop on. Store Page Press Kit Dev Log I probably never woulda got this far if it hadn't been for all the awesome folks over in the Game Development subforum, so thank you everyone for making these forums such an encouraging and awesome place. Also if anyone has any feedback on the game, PLEASE pass it along! PM me here or drop an email to funghostllc@gmail.com. Or drop by the IRC, I'm usually in there.
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I accidentally played Employee Report instead of Moppy Returns. I think the web version was sort of broken, though it's sort of hard to tell with these games. I fell through the bottom of the map and the text stopped updating.
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This is the start of my underwater house. I'm happy about it :3
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That whole dungeon seemed like a huuuge spike in difficulty to me. I think it took me about 10 tries, and eventually I ended up just running past all the enemies while spamming bandages to get through it. I later found out that you can co-op it; if people are in the same party, they can use the control panel on their own ship to enter the mission, and everyone gets put into the same instance.
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This is brilliant, great solution for getting some cutscenes/narrative into a game in a short time. edit: Apparently MIT Game Lab recorded all of our presentations at the end of the weekend, so if anyone wants to watch me poorly explain our game, you can see it here at about an hour and 12 mins http://www.twitch.tv/mitgamelab/c/5964213
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Here's what my team and I made this weekend, a 4 player local coop spaceship building/flying game. http://www.funghost.com/friendsinspace/ I think there are some interesting ideas in here that I'd sort of like to pursue, but ultimately we were dragged down by some technical (and some social!) issues. It was fun, but I also left feeling like I would have gotten a lot more done if I had been the only engineer, or if I was an at all forceful leader. Regardless, it was a fun weekend and I learned quite a bit about myself and the process of development as a whole.
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just fyi I'm pretty hype for GGJ right now
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went to the Harvard art museum on Friday and saw a couple things that made me wanna make stuff this inspired this this made me wish I knew how to do shader programming
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Post Your Game for Playtesting and Feedback!
Dinosaursssssss replied to Jason Bakker's topic in Game Development
I don't want to publicly post builds, but if anyone wants to help me out and playtest the Android game I'm working on, I'd really appreciate it. It's going to be my first commercial release: a mobile version of the classic 80s arcade title, Tapper. Still a couple weeks out from release, but I'd really like people to start taking a look. PM me your email if you're interested. Thanks! -
I finally started messing with Koreographer (same tool that Disco Dodgeball uses to do audio reactive stuff) the other night. And also brushed up on my Maya by spending an hour or so clicking buttons until the cube I wanted came out the other end. http://www.maximum-extreme.com/white-room/ On the 1st/3rd beat of every measure it's firing an event to spawn a cube. Nothin' too crazy yet, but I'm reaaaal excited to play more with this. By the time I finished the cube it was getting late so...more to come. edit: and also the properly functioning version of the thing I posted in the playables thread http://maximum-extreme.com/high-moon-sp/
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ssx 3 rules, the sound design in that game is unbelievable im real drunk
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SpennyDubz those Barfcade games are the best. I don't think I had played the sausage one before but it is a treat. Also thank you Clyde for posting all those games, and also for reminding me of that music thing I made, which then reminded me of the jam game I ended up using that stuff in but forgot to list in my post. Careen (Cyberpunk Jam) Turns out I've lost the original version of the audio reactive stuff I was working on, but Dragon Age hasn't been grabbing me so last night I salvaged some pieces from Careen and crammed them into High Moon (my Space Cowboy jam game) and this came out the other side:
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This bug drove me absolutely f'ing insane. I tried to fix it post-jam and still have no idea what's causing it. I could draw the physics raycast to place towers and see it passing straight through a planet without returning a hit. Easily the most infuriating bug I dealt with last year; just thinking about it makes me mad Cactus Farmer is pretty brutal on your pc, so your experience is probably pretty typical. Once the cacti get big enough, the number of leaves starts growing exponentially and every leaf is growing during update ticks so it gets out of control pretty quick. I've been thinking about going back to it to keep fresh on UE4 and Maya; watching your cacti grow and seeing their shadows as the sun sets is serene and oddly satisfying, and I think I could do the growth system in a much more interesting way if I put the time in. Anyway, really glad you enjoyed the games!
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A bunch of companies host parties those nights at hotels and nightclubs around Boston; some will have open bars or less crowded opportunities to play games, and many will require an RSVP so I highly recommend investigating as the date gets closer. That Harmonix party that pkirkner recommended has sold out every year I think, so check on that early. I didn't get a pax ticket, but everyone I know will be there so I imagine I'll be around.
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I've missed a few but Stephenstown had the least interaction of any of thecatamites' games that I've played. It seemed like there were only 2 spots where you could do anything other than control the character: the two panels talking about the other denizens of the town. I guess also the final panel where you close the game. The lack of interaction in those two panels made me wonder if the player character in those panels is supposed to be representative of the residents who the narrator claims have no culture and do nothing, or whether it is supposed to be the narrator (based on the sprite it seems to be the latter). Following that thought, I wondered if Stephenstown was actually supposed to be a physical representation of the authors mind. I couldn't find a lot to back up this idea, so I fell back to my original thought, which is that this is just a game about how Stephen doesn't like the Dublin suburbs very much.
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#idlethumbs – Join the Idle Thumbs IRC channel!
Dinosaursssssss replied to toblix's topic in Idle Banter
(11:41:22 PM) Twig: valve games of importance in order: ricochet, dota 2, dod, tf2, who-fucking-cares-about-the-rest -
wahwah I like your tumblr. It's making me want to play Stanley Parable more.
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Global Game Jam is this month. For the second year in a row, I've signed up too late, and the closest site to me is full. http://globalgamejam.org/
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Speaking of landing, one of my favorite things about Elite is how those little mechanical actions can be fun in the right context. At first docking can be really monotonous, but when you have a bounty or you're smuggling and every landing requires you to safely dock at full speed, and every takeoff you're hitting your afterburners to explode out of the gate, the muscle memory from those more tedious maneuvers kicks in and enables a moment where you feel like a real life badass space pirate.
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People with Unity Pro can download the 5 beta here http://unity3d.com/unity/beta/5.0
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I remember seeing this on tigsource and thinking it was hilarious, it makes me happy that you used it in your game.
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I'm not doing game a week (though I do try (and fail) to do a jam a month if I can) but I saw Adriel Wallick (@msminotaur) give a talk on her weekly games at a local indie meetup a little while back. It's not quite the same talk, but she presented at GDC Europe speaking about her experience, and also posted about it on gamasutra. A lot of it is kinda unsurprising (scope down, iterate early) but it's interesting to see what she got done each week. In the talk I saw she ran through all of them in succession and spoke about each for ~30 seconds, which was neat but unfortunately I don't think was recorded. also all 52(ish?) of her games are here : http://www.msminotaur.com/ Good luck making a thing every week! I don't think I'd be able to stick with it and also make meaningful progress on other projects, but it's a cool idea.
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I think this is everything I posted about here, there might be a couple other small things I only mentioned on twitter or showed screens of. Surfenstein - Public Domain Jam //////////////////////////////////////////////////////////////////////////////////////////////// H I G H M O O N - Space Cowboy Jam //////////////////////////////////////////////////////////////////////////////////////////////// Anti Matter - Ludum Dare 30 //////////////////////////////////////////////////////////////////////////////////////////////// Cactus Farming Simulator 2014 - 7DFPS //////////////////////////////////////////////////////////////////////////////////////////////// Fun Ghost's Fun Flyer - 0h Game Jam
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Are most people playing this multiplayer? I had mostly been playing solo, but entered 'Open Play' and honestly didn't notice any difference. I think I saw a few players around, but no one spoke or attacked or anything.
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The Dancing Thumb (aka: music recommendations)
Dinosaursssssss replied to Wrestlevania's topic in Idle Banter
Apparently PSY - Gangnam Style got so many views on YouTube that it can't be stored in a (signed 32-bit) integer anymore (~2,147,483,647) https://plus.google.com/+youtube/posts/BUXfdWqu86Q