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Everything posted by Vasari
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Chris, you said the chainsaw was the feature you never used, but did you ever use grenades? I completely forgot about them as soon as they were introduced, and I only remembered they existed when I'd idly click the middle mouse button and throw one at my feet. I think they have a use for when you need to drop something and run away from a tough enemy, but I found they got in the way of the flow of combat too much to ever be useful.
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Overwatch - That time Blizzard made a non-Diablocraft game.
Vasari replied to Henroid's topic in Video Gaming
The problem with switching servers is that if you want to even see your friends list from another region, you have to log out of battle.net entirely (not just Overwatch) and log in on the other realms. It's ridiculous that those are still separate. -
Overwatch - That time Blizzard made a non-Diablocraft game.
Vasari replied to Henroid's topic in Video Gaming
I've had days where I only get Temple of Anubis. It's just entirely random, so sometimes you get really frustrating repeats. It'd be nice if they weighted it in favour of maps you haven't played recently, or let you filter out one or two maps you really don't like. I thought I had the game all but figured out, but I'm still coming across things I didn't know too. Turns out the number in the middle of the screen as Zarya is how much of a damage bonus you have, and you increase it by blocking damage with your barrier shields! -
I just loaded up Rock Paper Shotgun and saw a familiar car. Congrats! It's really exciting to see these games getting noticed outside of the jam. https://www.rockpapershotgun.com/2016/05/28/best-free-games-of-the-week-21/
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Idle Thumbs 264: A Very Pretty Pipe Dream
Vasari replied to Jake's topic in Idle Thumbs Episodes & Streams
There was an era of console gaming (halo 2/3 were a huge part of this) where everyone had their voice chat enabled, and when you played with someone who didn't have it you got annoyed that they wouldn't be able to communicate. People were still shitty on chat then but the idea that you had to communicate to play well was more important than someone occasionally being a dick. I really miss that time! There was an innocence to just putting on your headset and getting it done. Nowadays I never use voice chat unless it's a premade group, because the good people that you'd actually want to talk to aren't wearing their headsets either. -
Idle Thumbs 264: A Very Pretty Pipe Dream
Vasari replied to Jake's topic in Idle Thumbs Episodes & Streams
I was going to come into this thread and say "Sorry, I'm that guy who tells people what role to pick in Overwatch". But I just joined a game with two Pharahs, two Widowmakers and ZERO tanks. So I'm not sorry! Pick a useful role! >: ( -
Thanks! That's something I agonised over, I didn't want people to be able to avoid enemies entirely, so it became more of a puzzle shooter. If I'd had more time to work on levels I could've tried some different things with it (like a room where you have to get bounced high up by enemies to reach the exit). I'm really glad people are enjoying it though!
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This is not at all what I expected, and it's beautiful. I agree, this was really good.
- 16 replies
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- wizard jam 2016
- game jam
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(and 1 more)
Tagged with:
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I was really excited to play this from the first screenshot, and it turned out great!
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World of Blanks is released! https://vasari.itch.io/world-of-blanks I have some mixed feelings on how it turned out. Obviously the biggest issue was that I underestimated how much artwork was required, because there isn't any environment art in the game! I didn't want to keep bugging Steven so close to the deadline since he was working on other games and already did so much awesome work, and I ended up not getting around to creating any art myself. I also didn't get very far beyond the initial design concept, so the gameplay isn't as interesting as it could've been. And the ending is a little abrupt (but hopefully still pretty fun, I'm proud of it). On the plus side, I learned a ton about GameMaker, to the point where I actually felt somewhat competent using it! And Steven and Knight did really amazing work, their contributions are fantastic. So this was incredibly stressful but still really fun!
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I've been very bad at updating this because I keep staying up too late to work on it and am too tired to post my progress. The past few days I've been very thankful for assigning inputs to variables, because it's been surprisingly easy to duplicate my player object into two players and add a competitive multiplayer mode! Considering how easy this was I'm tempted to engage in feature creep and make the whole game playable in co-op. And this is when I still haven't made any environment art!
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Not mine, but relevant:
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Idle Thumbs 263: Disable Enemies to Reveal Enemies
Vasari replied to Jake's topic in Idle Thumbs Episodes & Streams
With everyone talking about Doom now I'm really surprised how many people are bringing up Quake 4 as an example of a bad modern iD game. I bought that as a 360 launch title and absolutely loved it. The weapons are really fun, it has cool level design and it's got multiple bits where you walk around and NPCs do things. I'm honestly surprised that so many people were down on that game because I genuinely thought it was brilliant. -
Man, that's a good idea. Maybe you couldn't do the full picking up animation but I bet you could just make the mouse appear on the opposite side of the mousepad if it moves too close to the edge. Then again it's not long to the end of the jam and you probably have more important features!
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Has anyone checked out SnapMap yet? There's some really interesting stuff in there. On top of tutorials, the way they teach you about the tools is through puzzles where you can only edit certain objects and have to meet a specific condition. The maps also seem pretty elaborate, there's a Little Big Planet feel to the things people are making.
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Hey, I've been using physics in gamemaker, maybe I can help? Can you tell us more about how you're using the gamemaker physics? Getting in slack would also definitely help.
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World of Blanks was one of the projects mentioned on the podcast this week, so no backing out now! I got Steven's enemy sprites implemented! http://i.imgur.com/I8oBD4T.gif Putting a character's arm in the right place and having them shoot at the right angle took alot more work than I thought it would, especially since I stupidly made the shooting code work differently for the player and enemies. I've also been thinking about the actual level structure of the game. Originally I talked about enemies being able to push you out of windows, but that means the player could just as easily push all the enemies out of a window. Now each section of a level is structured like an arena where you have to push all the enemies over walls so they can't reach you, then open a door to leave (If someone shoots you, you get pushed away from the door button). I'm not entirely confident about the level design so I hope that's actually fun and not tedious. I've also started working on hostages that you have to rescue by shooting them to bounce them to a safe place. I'm not entirely sure where that safe place is, maybe outside each arena? I'm also not sure what the reward is for saving a hostage. Right now their reason to exist is that when they're bouncing around the room with you and six enemies, it's kind of funny.
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Man, the singleplayer in this is really good! If you're confident I'd recommend turning the difficulty up for your first playthrough.
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This looks incredible!
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Robot doesn't give a fuck.
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Work got pretty busy and I haven't gotten as much done since the last update as I'd have liked to, but today showed some good progress! The most exciting change is that stevenf has graciously come on board to create the art! We've got a player character now who aims his arm to shoot and knows how to face in two directions. Unfortunately I replaced the gun sprite with the arm sprite, so the enemies also shoot their bullets from a horrifying fleshy appendage. I found out how to make physics objects bouncier, which makes the game harder to play but is also really funny. I might tweak it to make it more playable. Also, there's a shotgun now. Day3.gif
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This is looking really cool! I can't wait to see how the Nublar falls.
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Does anyone else pronounce "Dot Gobbler" like it's a top level domain?
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What if you can only speak English but the king shouts at you in French? Then it's twice as awkward.