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Everything posted by Blambo
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That should be pretty simple, since I've already drawn Chris' scared face
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- its not a bigdog
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Have fun repeatedly plunging Chris into spikes
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I dunno if this should be part of the anniversary surprise or if I should give it as a #HailRemo gift. Thanks guys! Not knowing what to do with free time has yielded many rewards upon joining this forum.
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- its not a bigdog
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Sorry for the double post (I kinda wanted to bump this topic haha) but I made a Chris skin as a little bonus for this thing: I missed a frame somewhere but I think for the purposes of single player it works
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- its not a bigdog
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That space sim is sick! I had an idea for an endless kung fu game too, except you're a disgruntled office worker on the roof of a high-rise fighting off customers.
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It's probably best that it'd arrive or be seen closer to the cast
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- its not a bigdog
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Gamemaker is 100% baby tailored, though at times that makes it pretty difficult to work with. A lot of functions in GML (game maker's scripting language) are made specifically for commonly designed processes, are black boxes and are mostly poorly optimized, but it usually doesn't matter if you're making a small game or are experienced enough to design your own. It's good for prototyping and small games, and is pretty easy to learn but you hit diminishing returns after you start getting to experienced because the environment and work infrastructure doesn't transfer well to more involved tools. That said, Gamemaker is a super great way to get your grips on basic programming concepts.
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Good, good, best, good best gold good
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- its not a bigdog
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Walking Dead, Mark of the Ninja, Bioshock 2, The Cave vets form Campo Santo
Blambo replied to JonCole's topic in Video Gaming
Yeah speaking of, is there a formal Walking Dead or the Cave postmortem anywhere, preferably written by Thumbs? Super interested in hearing these guys talk about their games. -
coming soon
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Hm Gran Vibrato is a super good one. Thanks guys!
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Involving a certain pelagic seabird?
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- its not a bigdog
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I've put together a rhythm-based shooter game prototype thing that's kind of like binding of isaac, except you move on a grid and everything steps to a timer with a changing bpm. Here's a gif (bullets are represented by a blue streak that the gif dropped a bunch of frames of. Player character is in yellow): And here's some character concepts: I can't think of a title. It's about a guy in his sixties fed up with the disco music-based gangs in his neighborhood and stands up to them in musical arenas.
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Thumbs mention get!
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Worst gross.
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Baahahahahahahahaha
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- its not a bigdog
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OPEN YOUR EYES
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http://www.randomgameconcept.com/
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Not to worry! Google Hangouts allows you to creepily listen to people work while you think of something to say!
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Hi guys! I've created a permanent Google Hangout link for people to pop in to screenshare their work, chat, and look for partners and stuff whenever they have the time to. It's probably not necessary but I feel like this sort of gathering is pretty interesting especially in a creative context. And here's a thing I made art for a couple months ago: http://gamejolt.com/games/arcade/blocpk/18692/ It's actually all pretty poorly implemented but it's something. It's a local multiplayer post apocalyptic basketball thing, so if you want to play it grab a spouse or a roommate.
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Preeeetty late to the party but I just got around to finishing Episode 5 of the Walking Dead. Pretty gut wrenching.
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What have you got in mind? I have been thinking about something that's got violence, but used in quick bursts. The player's put in levels full of AI and you have to find a specific person to kill while avoiding anyone trying to kill you. I'm pretty bad at game design but it's an idea, haha.
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Google hangouts are best used by about 10 to 15 people. If you have a google account you can just drop in and out of a call, which runs in a browser and uses a single URL even if there's no one in the call. I'll try to figure it out @impossidog: my engine uses mouse/keyboard, so local multiplayer would require twinstick controls with an xbox controller or some keyboard solution.
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@impossidog: Actually I've tried to implement multiplayer in the engine, using a bunch of plugins and even Gamemaker's built in functions, but I'd have to refactor the weapons system to sync easily for all players. I eventually ran into a lot of the same problems that messhof did during the development of nidhogg, where you had to make all objects in the game react to a controller that rolls back previous states to prevent asynchronous clients, and I figured that problem was waaaay out of my skill level to solve But that sounds like a cool idea. If there's a way to warp the design into a single player game my work might be a little useful @everyone: Totally recommend a google hangout instead