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Messages - Biag

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646
Other Games / Re: PlaneHacked Minecraft Server: Floating Islands!
« on: March 04, 2011, 07:48:07 pm »
Whitelist request- biag713 on Minecraft. I like to log in every now and then and see what y'alls are up to. :P

647
Other Games / Re: Fortress Craft
« on: March 04, 2011, 04:58:21 pm »
The water looks great. The rest looks ehh. It seems like it's just Minecraft Creative mode plugged into an Xbox and given one of those weird-looking "realism" texture packs.

648
Creative Projects / Re: The Zombocalypse Is Coming
« on: March 03, 2011, 11:31:04 pm »
With regards to the tactical combat bit- the combat (or really, lack thereof) in Rebuild was the reason I played it once, and only once. A zombie apocalypse just doesn't feel like a zombie apocalypse if you don't actually have to fight to survive, and from a monetary standpoint I think it will be worth your time.

649
Writing city generation code is hard. The nested-list mapping system I use makes it annoyingly difficult to label a group of tiles a "building," since each tile is essentially a cellular automaton; I'm probably going to end up having to use Dijkstra maps just to get the damn city to behave itself.

This doesn't have much (if anything) to do with the contest, but it has to do with roguelike dev and I wanted to complain to people who won't give me blank looks and say "I see." :P

650
Other Games / Re: New game from Notch, creator of minecraft
« on: March 02, 2011, 07:11:16 pm »
Alright, enough optimism. You're basicly worshipping the game when all you have is the basic concept. At least wait for the game to take shape; then be my guest, praise it all you want.
Alternatively, you can read the above "Lovers gonna Love";)"

I'm sorry, why was that reply necessary? Pyrate was pointing out (and rightly) that this thread has been 90% uninformed negativity.

Seriously, though. The idea of cards is no reason to say a game will be bad; it's just a weird bias everyone has for some reason (including me, of course). It sounds like the game has the potential to be really cool and interesting, and if Markus and Jakob haven't found a game like it, I'm willing to bet that the idea has more to it than the three paragraphs on the site.

651
Other Games / Re: New game from Notch, creator of minecraft
« on: March 02, 2011, 04:32:31 pm »
It seems like no matter how solid a game concept is, as soon as you start calling the bundle of stats that represent attacks and units "cards" the appeal is cut in quarters. One quarter goes down the drain, two quarters go to the people who like CCGs, and the last quarter shows up on the doorstep of the rest of the world, squalling and crying in a blanket. Some people will take it in, give it charity. But most of us? Most of us will just close the door and pretend it's not there until the noise stops.

652
HEY GUYS IT'S MARCH

I'll probably be starting next week. Good luck to all! :D

653
Other Games / Re: Grandroids: Creatures Guy makes new Game!
« on: March 01, 2011, 01:19:32 am »
The video is a bit creepy, yeah. I wouldn't be surprised if Steve could do it, though. Has anyone else read his book, Creation? It's brilliant.

654
THE GRAND ENTRANTS

All two of them. I think that's all who posted the final product? I have the sneaking suspicion that I'm forgetting one, so please tell me if I am. It's been a long month. :P

Best Name Award

This goes to White Kitteh for his game Large Burly Croatian Men: Dance in Synchronicity. In it, you play the role of the waterboy for a team of dungeon-delvers, desperately attempting to keep them properly equipped so that they don't all die. And the HUD is damn cool. Give it a try!

Spoiler (click to show/hide)

Most Disturbing Player Action Award

This goes to Siquo, with his game Pachter. In this game, you play a farmer creating a homestead-town-village thing. It failed the time limit restriction, but it's pretty impressive given the dev time nonetheless!

As for that disturbing content: "FORNICATE (Y/N)?" is probably the only way to make it creepier better. The rest of the game is not nearly so strange, however! Click that link in the spoiler, brah, and mad props to Siquo!

Spoiler (click to show/hide)

There we go! Load those two up, have some fun, and then join us over in the March thread, which is a Festival because this isn't really a contest. See you there!

655
'Allo! I'm guessing that, if you're here, you most likely checked out the February event as well. If not, recap: the time limit was 72 hours, the theme was mostly focused on AI. Everyone agreed that 72 hours was pretty short, so this month we've got a week! And, of course, a new theme.

This is a 7DRL festival (not contest, since there's no winner)! That means exactly what it says on the tin- entrants have seven days to start and finish a buggy, non-optomized, incomplete roguelike. There is no barrier of quality; it's all about getting your programming juices flowing! You can enter whenever you like in the month of March. Just post when you're starting, maybe some progress reports, and let us know when you've finished! At the end of the month, I'll post a listing of all the entrants, as well as accolades.

So, without further ado, here are the festival specifics!

----------
Administrated By: me, biag. Post if you have any questions, or if you want to help out!
Entry Deadline: I'll be accepting entries all through the month of March. PM me a download link, or post it here (for a good file host, I recommend Mediafire)!
Theme: take a genre convention and turn it on its head, a la Yahtzee's excellent Leveling Backwards article.
     Specific Guidelines:
          -Post something about the rule you're subverting whenever you make your idea reveal.
          -Be creative!
          -Guidelines are flexible; above all, try to make something you want to make! This is a starting point.
Additional: not required, but when you put up your "Finished!" post, it would be neat if you also posted any interesting problems you came across and how you solved them. You may be as open or secretive about your development as you wish.
----------

Any questions? Post them here, or PM me! Any suggestions? Post them here, or PM me! Interested in signing up? Post here! Don't PM me about that one. :P

Tutorials, Tilesets, Libraries, Etc.
Spoiler (click to show/hide)

Some Questions That Will Probably Become Frequently Asked
Spoiler (click to show/hide)

Now hop to! :D

Current Entries

GTM's Mad Mage
Spoiler (click to show/hide)

Levi's Cursed Painting
Spoiler (click to show/hide)

White Kitteh's Almight 12x9
Spoiler (click to show/hide)

656
Other Games / Re: FantasyScape - The new Minecraft?
« on: February 27, 2011, 04:33:40 pm »
I agree that there should be more complex combat in Minecraft- right now it strikes me as RTS combat, where the units just swing at each other and unleash their DPS until someone dies. Blocking alone, or even just the ability to fully crouch (for cover against arrows), would greatly improve it. I don't think a complex damage system would need to be turn-based, though. As a practitioner of martial arts, I know that I definitely can target a specific limb in real-life combat, which is much more chaotic and complicated than any game's. And as a practitioner of FPSes, I know that I can target an area much smaller than a limb in-game; shotgun headshots, anyone?

657
Best of luck to ye, lad! I'm starting tonight at 8:00 Central time, and then I'll post accolades when I'm done.

The March contest thread will soon be up! I'm thinking of themes now, but if anyone has any ideas to throw out, they'd be welcome. :)

EDIT: ...yeah, nope, turned out I was going to a play tonight and I didn't end up starting. Now there are less than 72 hours in February. Shucks.

658
Add a bush. That walks.

Also, awesome idea. :D

659
Other Games / Re: The Chipped Dagger
« on: February 21, 2011, 02:02:57 am »
Downloaded, checked it out. I find it funny how they say "Not just watching your XP bar go up all day!" except then you don't actually have to do anything in combat. Seriously, you just emit some kind of monster-damaging aura in the eight squares around you. I like to have at least the illusion of control; why not make me walk into the monster to keep attacking?

660
Other Games / Re: Dead Island
« on: February 21, 2011, 01:59:18 am »
I'm not gonna lie, this trailer actually convinced me to buy the game. I find it hard to get excited over most gameplay trailers... typically, they're put together exactly like movie trailers, only with clips from the game that are awkwardly cut and forced to fit in with the music instead of prerendered clips designed to fit.

Besides, if they had done a gameplay trailer instead, we would have spent three minutes watching some dude play an FPS to heavy metal. How does that help communicate the experience? This, at least, is solid proof that the team behind the game is capable of coming up with a brilliant vision and then putting the effort in to realize that vision.

With regards to the backwards-forwards thing- I think they did rewind it, there were just a couple of awkward motions. If you watch the chronological version, those parts look a little funky, so they ended up looking even stranger in reverse.

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