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Messages - LoserHero

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61
Creativity / Re: Game Design Megathread
« on: November 13, 2013, 08:03:52 PM »
I think you mean freelance
Rogue usually implies that you went bad

I can see what you are saying but it's generally understood what he meant

62
Creativity / Re: Pixel Art
« on: November 13, 2013, 01:30:07 AM »
Another character design for my game:


63
Creativity / Re: Pixel Art
« on: November 12, 2013, 10:32:31 PM »
oh i did run into this at one point looking for something else, haha
but it is what i'm look for so thank you
is the free version a trial? there appears to be a Get Free button and then a different button for a 30 day trial, sort of weird.

The free one doesn't allow you to save it out as a GIF and you are unable to view the animation but you can view the frames. The trial one expires after 30 days but you can just reinstall and start the trial over if you don't want to throw $20 their way.

64
Creativity / Re: Pixel Art
« on: November 11, 2013, 11:04:47 PM »
so in making pixel art with photoshop i've come to realize it is a massive pain the ass when trying to make bigger things because the brush antialiases itself if i hold and drag. which means i have to click each individual pixel to make a solid color of anything.

anyone know of a better program that can let me view the animation of a sprite sheet/series of images OR a method in photoshop that works much like the pencil tool in paint.net/paint?

Graphics Gale

65
Creativity / Re: Game Design Megathread
« on: November 11, 2013, 01:33:32 AM »
jamesster, keep it up that looks like fun :)

66
Games / Re: Tetsujin (for GBjam2)
« on: November 11, 2013, 01:05:10 AM »
You're entire previous argument revolved around there not being any warning sign, when there is clearly a warning sign right the forget there.

My entire argument revolved around not knowing what the forget to do you jack ass
it's not, but there are better ways to convey information then 'forget it's broken you're stuff at making games'

like even early on there's a thing that shows you that you can jump up certain platforms, right before the first enemy, but you didn't even try going through what seems to be thin platforms

what on earth

You're just taking what I told you way too hard. I didn't say you were bad at making games, I made a suggestion. Stop being so damn sensitive.

67
Games / Re: Tetsujin (for GBjam2)
« on: November 11, 2013, 12:38:56 AM »
you walljump 3 times to get up

Yeah, but I don't think what I'm suggesting is crazy lol

68
Games / Re: Tetsujin (for GBjam2)
« on: November 11, 2013, 12:35:17 AM »
So here I assume means don't go down:


So I went ahead and ran up the wall here:


To me this scene comes off as a dead end. So I spent a while trying to figure out what is going on here until I just gave up. Anyway, the game plays fine but the lack of direction and the lack of commitment I have towards a new game clashed and thus I didn't get to experience it. Maybe I'll try it out again but for now it's just confusing on exactly what the objective is.

69
Games / Re: Tetsujin (for GBjam2)
« on: November 11, 2013, 12:17:10 AM »
No we aren't. I'll grab a screenshot.

70
Games / Re: Tetsujin (for GBjam2)
« on: November 11, 2013, 12:14:56 AM »
you're a robot ninja in this game. if you're a ninja on a mission to do stuff you won't find arrows leading you anywhere.

That's a lame excuse. To assume every single person of your player base will know what to do on the mark is just dumb.

there's a big forgetin exclamation mark that uses the two most contrasting colors in the palette

are we talking about the same place

I can't be sure because your background is forgetin static.

71
Games / Re: Tetsujin (for GBjam2)
« on: November 11, 2013, 12:11:17 AM »
I think you're just dumb...

I have a valid point. A simple X sign that blends in with the background should denote what is a drop off to death and some sort of arrow sign could hint at what to do. You go ahead and think that though because no one cares what you think.

72
Games / Re: Tetsujin (for GBjam2)
« on: November 11, 2013, 12:08:00 AM »
have you considered going up
Yup didn't lead anywhere. You should provide more direction because I got bored of trying to figure out what the hell is going on.

73
Games / Re: Tetsujin (for GBjam2)
« on: November 11, 2013, 12:00:08 AM »
I played this for about 10 minutes before I stopped because I just don't understand where I'm suppose to go next. First scene is straight forward but then the next scene its just a drop into death.

74
Creativity / Re: Game Design Megathread
« on: November 10, 2013, 10:08:17 PM »
So I need some help.

I took video game programming class in Highschool last year, and we used game maker. I have the demo for a game I made and I need some help programming in Game Maker.

My character sticks to the environment (walls) and ultimately makes it a clunky game. Ever since I graduated, I lost interest, but I've been looking into making another game but using graphics style similar to Dan Paladin (Castle Crashers, Dad and Me... etc)

Another problem, my character cannot keep upgrades from room to room. The upgrade variable was my bane.

If there's anyone adept on Gamemaker, you should add me on skype (khorde1463) and we could walk through the project together and figure stuff out before I start programming another.

Thanks in advance.



That's pretty lame. I'm not familiar with game maker but I have noticed that on other platforms if your bounding box is too complicated you suffer from major collision issues, especially so in Torque 2D. If you are using instance variables and loading new instances that would be why you are losing the power up so I would double check that you are using a global var. Other than that, like Taboo said, Bushido uses gm so just send him a message and maybe he'll look over your code.

75
Creativity / Re: Pixel Art
« on: November 10, 2013, 06:44:21 PM »
I made this minecraft avatar in a weird pixelated style


His left legs width is off by 1 pixel

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