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Thread: What are you making?

  1. #2676
    Member
    Registered: Jan 2001
    Location: the Sheeple Pen
    Yeah, nice job with the game, henke.

    I wish that the pot shards would have some weight to them, though, so that if you mess up with one piece, you could still try to push it to its right place with the next piece. By tweaking the physics (probably quite a bit) this has the potential to be a little time-killer rather than a nice curiosity.

  2. #2677
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Thanks for the feedback, guys! Yeah the audio is kinda messed up in the WebGL version, the pitch is too high for some reason, which exacerbates to the hectic feeling.

  3. #2678
    New Member
    Registered: Feb 2020
    Henlo!

    I am new here!

    I was advised to come here :3

    Am working on things, you might like.





    I also have a twitter account:

    https://twitter.com/yrdenwatch/statu...231067649?s=20

    I cant upload images here so please follow the link to twitter!
    I will be posting more videos soon

  4. #2679
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    To provide a window to a alternate site which has 2 similar threads very similar in nature to this one - Over on the RetroRemakes.com forums they have:

    I've released a thing thread
    I'm working on a thing thread

    I don't know many other forums which have similar threads to what we have here with this one beyond that site. I'll note that the projects there are far more like what you've seen me doing, which is remakes of old games. I find it all quite fascinating, as it's an alternate way of doing games dev. In many ways it's like how old ports of games to other platforms back in the 80s-90s was done, where they wouldn't have any source code, and had to code games from scratch but with working copies (from another system/platform) to use as the visual base to work from.

    Long ago, I used to frequent those forums a fair bit. Not so much nowadays.

  5. #2680
    Member
    Registered: Jun 2004
    @Henke I saw you tweet about it and that's such a cute idea lol. I am terrible at it. I also kinda wish I could push already stuck pieces with new pieces (tho I see how it might mess things up badly)

  6. #2681
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    Yeah I'm pretty sure the whole thing would cumble eventually if all the pieces stayed movable. As it is now: after you nudge another piece you loose control of the current piece, it falls/settles for 1 second, then freezes in place, and a new piece spawns in.

  7. #2682
    New Member
    Registered: Feb 2020
    I continued my work and added art for all the 9 arrow types! Still missing the bow and player arms but its coming soon.

    Also rope arrows.


  8. #2683
    Member
    Registered: Jun 2004
    I cut a new trailer for my cloud game:



    yea

  9. #2684
    Member
    Registered: Aug 2004
    X's for eyes normally codes for "dead".

  10. #2685
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    If you didn't catch it, there's a face editor in there where you can "fix" it.

  11. #2686
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Taking a page from "Drawn to Life" on the Nintendo DS.

  12. #2687
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Well dang, this ain't that hard.
    I guess I need to work on the pixel-scaling consistency.
    It's fun to make these tile sets though.

    Click image for larger version. 

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  13. #2688
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Is it a tree, or is it broccoli.

    ...maybe it's both. :O

  14. #2689
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    I'm still brainstorming concepts for the canopy, since i want to mix and match trunks and canopies independently.
    I want this to be all proc-gen'd.
    And I do want them to be kind of toy like.
    The broccoli look may be taking it a bit too far though.

  15. #2690
    Member
    Registered: Apr 2001
    Location: Switzerland
    Quote Originally Posted by demagogue View Post
    Well dang, this ain't that hard.
    I guess I need to work on the pixel-scaling consistency.
    It's fun to make these tile sets though.

    Click image for larger version. 

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    Seeing this kind of visual style reminds me that I would kill (IS THAT VIRTUOUS, AVATAR?) for something that gives me a living, breathing world along the lines of Ultima's Britannia, developed over various games, with a large set of characters and party members. It doesn't even have to be isometric, but I'm thinking that it might be more feasible to do a AA Ultima that's technically simple but scores points on aesthetics. (The closest I've got to that Ultima feeling in the last decade or so was Skyrim with companion mods.)

  16. #2691
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    Have you ever played any of the Spiderweb Software RPGs Thirith?
    They're pretty good at that kind of stuff.

  17. #2692
    Member
    Registered: Apr 2001
    Location: Switzerland
    I'm afraid the one or two that I tried didn't do much for me. For me, the sweet spot is Ultima VII (and Serpent Isle, though that one had a less open world).

    So, talented TTLG people: make me a spiritual successor to Ultima VII... or else!

  18. #2693
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    The concept I had for this was kind of splitting the middle between a consistent world and rogue like, the way Caves of Qud works (which I also recommend). It's a defined world with major factions, NPCs, and I think story and plot events, but the layout of everything changes with every game and seed, from the whole world, to the biomes, to the lower cities and villages, like the way a Civilization map is randomized with the same nations and leaders.

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