
********
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[Released] Explode Mode (Slight Return)
******** replied to ********'s topic in Wizard Jam 4 Archive
Ok I added a score counter that counts how may squares you've created as you play and added some text to the instructions section that is hopefully more descriptive. -
[Released] Explode Mode (Slight Return)
******** replied to ********'s topic in Wizard Jam 4 Archive
Yeah it doesn't go full screen, the defocus effect is pretty brutal on the GPU and I wanted it to run on not top-of-line hardware. As for what you're doing, just keep it going I guess? Shoot some squares so that there are more squares that can be shot? Listen I'm not a game designer. -
This reminded me a lot of Super Puzzle Platformer Deluxe, which I like a lot, there definitely seems like a lot of potential in the mechanics.
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The skiing mechanics in this do feel really good already, though I wasn't able to get off the ground in spite of really trying to, having some hills you make a little jump off of would cool. I definitely agree with the Journey on skis comment.
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Watching my skeleton friends chop that wheat in combination with the soundtrack was a very calming and reassuring experience for me. I could just watch them go all day. Also very stylish scythes.
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[Released] Explode Mode (Slight Return)
******** replied to ********'s topic in Wizard Jam 4 Archive
Released! https://kickstandcarp.itch.io/explode-mode -
[Released] Breckon's Similar Sausage Face
******** replied to Teljoor's topic in Wizard Jam 4 Archive
I seriously thought this meant you needed to add Polish sausages to the game when I read this for easily tens of seconds -
[Released] Explode Mode (Slight Return)
******** replied to ********'s topic in Wizard Jam 4 Archive
Colors! -
[Released] Explode Mode (Slight Return)
******** replied to ********'s topic in Wizard Jam 4 Archive
Hey thanks fellow readers. Alright, so I spent a lot time trying to figure out how to make a game out of this. I also probably should learn how to make videos because these gifs are real rough, so sorry about that. Anyways right now that plan is that there is a cylinder that the player can move around the bottom of. A regular shot causes a few squares to explode, and the shot can be charged up by holding down the button causing it to explode many more squares, though charging up slows your movement significantly. If a square collides with the cylinder it disappears and the game is over when there are none left. Squares explode out in the direction of the shot so if you don't move you'll eventually just shoot everything out the opposite side, or they'll just fall to the ground, and they'll all disappear. GAME DESIGN. I think all non-square content is just going to be straight up un-smoothed points and lines, just the rawest pixels around, pixels that may hurt your eyes, pixels that don't care about you or those important to you. I also learned that rotations in three-dimensions are more complicated than I would have ever thought. -
So I beat the last boss in this today and after I went back to find the rest of the modules and all that, re: finding hidden things,
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Idle Thumbs 253: Ambitious Ambivalence
******** replied to Jake's topic in Idle Thumbs Episodes & Streams
My response to Nick's Stardew Valley story was that oh my gosh maybe Nick Breckon is my spirit animal??? -
[DevLog] Gravity Wolf / Dino's Side Project Circus
******** replied to Dinosaursssssss's topic in Game Development
oh the main character is a werewolf (see my avatar) and the game world is made of small planetoids that he basically sticks to and runs around it was very literal your game looks real cool though, i do like unusual movement systems -
[DevLog] Gravity Wolf / Dino's Side Project Circus
******** replied to Dinosaursssssss's topic in Game Development
i just wanted to say that i had seriously considered calling the game that i am working on "gravity wolf" and that that is unexpected because when i checked to see if those words existed on the internet already there was exactly one character from something i'd never heard of called that and so it's remarkable that the second thing to be called that would show up at this very forum -
In the distance, you hear the unmistakable cry of the pale lad...
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I inquire as to the capabilities of the other brothers.
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I was hoping that the editor Tom Wilson was the same person as the author of the comic strip Ziggy
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Looks like I won't have time to do this at all, oh well.
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Bloodborne (Dark Souls 2 successor (Dark Souls successor (Demon's Souls successor)))
******** replied to melmer's topic in Video Gaming
I had this exact problem, I fought BSB probably 15 times and got sort of close a couple times and VA maybe 5 or 6, but didn't get anywhere with her. I originally went with the high-skill class and threaded cane weapon and leveled up kinda haphazardly I guess Anyways I restarted yesterday, picked the high-strength class and saw cleaver and then leveled up vitality mostly and I got back to them in a few hours (like a quarter of the time it took me originally) and killed BSB the first time and VA the second time. So like that shit matters I guess is what I'm saying? -
Bloodborne (Dark Souls 2 successor (Dark Souls successor (Demon's Souls successor)))
******** replied to melmer's topic in Video Gaming
I managed to break my weapon before I had been given the ability to repair it You probably would have thought that you couldn't do that, but I can because I'm the best at video games -
Have any of you seen this book that the people who make Abelton put out? https://www.ableton.com/en/blog/making-music-book-of-creative-strategies/ I'd be curious what exactly is in it, it seems like such a weird thing. Also, I don't make a lot of music but here's a short guitar thing I recorded a while ago: http://picosong.com/Vctm
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I've always thought of 'flow' as having a component of mastery, like you know what you want to do and you do it consistently and successfully without a lot of conscious intervention. And I guess 'immersion' as the passive side of that, where things are happening to you and they feel right and there is no conscious reflection on them.
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Here's these maps of world cities that are color coded by the orientation of the streets. http://www.datapointed.net/2014/10/maps-of-street-grids-by-orientation/
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I don't remember how we did it in school, but you could definitely just teach that a derivative is the tangent of a curve and some rules for taking them before going back to formalize the concept using limits.
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I took a limit yesterday! Listen, I've done my share of derivatives and integrals and assorted bullshit math that everyone thinks they are never going to use at work, but I figured that all the limits that needed to be taken have already been taken; then I wanted the terminal velocity in my fake physics system and blammo. Pretty exciting. I know what you're thinking: did it involve L'Hopital's rule? The answer is yes.
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Hey everybody, I enjoy the podcast, I used to do draw comics and started a game because I wanted a programming project to work on and also just started a Twitter to post pictures of it as I go: https://twitter.com/kickstandcarp