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Messages - darkhog

#1
Everything else / Re: VVVVVV Custom map glitches...
September 09, 2012, 02:46:39 AM
You don't deserve for your name, then :P. True hacker would find glitches by himself ;D
#2
Everything else / The Missile
September 09, 2012, 02:43:48 AM
Since all of you seems to like games, I'd like to present you my own game called The Missile.

Goal of game is to destroy target by using missile controlled by player.

Screens:


As you can see, game has Gravity Wars feel to it. Game is being worked on using Game Develop.

Download:
Here you have a little demo with five first levels (game will be freeware, this is what I have by now): http://www.mediafire.com/?1smmnqrmprtpi59
#3
Everything else / Re: Humble indie bundle V#
June 19, 2012, 03:26:12 PM
@up: That's opposite to my situation. Also I've bought this game mainly for Psychonauts, though made sure I won't miss Bastion. I don't regret paying more to get Bastion. Great game. Also, maybe I'm just weirdo, but I don't find Amnesia scary. Maybe a bit, but only in first two levels or so when you don't know basic yes-yes and no-nos. Then it isn't scary anymore.

But I get same thing with every horror movie out there and only thing that scares me are creepypastas (but it has to be good written, like God's Mouth, VG creepypastas aren't really scare, though I read them for amusement).
#4
Super Hexagon / Re: Hexagon Scores?
May 23, 2012, 02:28:50 PM
You'll start to get thousands? @Terry: Though it would be nice if it would be integrated with system that doesn't depend on site you are playing game on, such as mochi scores.
#5
Super Hexagon / Re: Hexagon Scores?
May 22, 2012, 05:19:16 PM
Terry, one suggestion: If new version will be flash-based, could you integrate it with some kind of online highscores board, such as Mochi's?
#6
I'm developing 3D game using JMonkeyEngine and it is almost finished (engine is finished 100%, all menus, etc. works, but I need to make more levels and polish it out). Thread on 0x10c forums (yeah, I'm a bit lazy and busy making levels, for now I have just 14): http://www.0x10cforum.com/forum/m/4932880/viewthread/3063202-my-java-wolf3dlike-game-made-jmonkeyengine/forum/m/4932880/viewforum/1191092 . Maybe I'll repost later.

The game is a labyrinth-type game. You find yourself trapped in a labyrinth looking for red gemstones in order to get out. Graphics are similar to graphics from Wolf3D, but textures are high-res, so it looks better.

Game will be pretty cheap, probably $2.86 and available on IndieVania.

//edit: Don't forget to follow @qvear for news and updates!
#7
Everything else / Pacoban - game that I'm working on
April 03, 2012, 01:27:57 PM
So there going my new game project (Yeah, I know I was supposed to finish Ultra Gravitron first, just was inexperienced at that time with Game Develop and faced implementation difficulties. I'll back to this sometime).

Game will be called Pacoban. Pacoban will be crossover between Pacman and Sokoban. In each level you will have two goals: Sokoban goal, which is to get boxes to right places and Pacman mode which is to take all pellets on Level avoiding ghosts at the same time. You'll be able to freely switch between Pacman and Sokoban modes.
- In Pacman mode you'll have to avoid ghosts and take pellets. You can't, however, move boxes as Pacman is too weak to move them.
- In Sokoban mode ghosts can't hurt you (simply goes thru you), but you can't take pellets.

Game will be NES-styled and will follow NES limitations (music/sound effects will be done with Famitracker). Though Sokoban guy has 4 colors (plus transparency), but on real NES game it would probably work like Megaman sprite from MM2 (it had more colors through smart sprite and palette handling, actually it contained from two separate sprites with different palettes). Most of the artwork (except main menu logo and HUD) is already done. Actual screenshots will follow after I finish engine, though I can present spritesheets:

Pacman:


Sokoban guy moving & pushing (not based on the actual Sokoban sprites since they IMO sucks)


Yeah, I know I suck at animation.

Tiles (box, wall and floor tiles):




Pellets:



Ghosts:



//edit: Animation order for pacman/Sokoban guy is 1,2,3,2. Graphics in game will be doublescaled to increase pixelated NES joy.
//edit #2: Now that I think of, perhaps I should use different palette for walls. Maybe more brick-like.

//edit #3: Yeah, that looks much better now:


//edit #4: Oops, please move to General discussion. I was totally wrong by posting this here.
#8
You can try Stencyl which is nice "visual" game making software that can export to flash (free version put splashscreen/logo in preloader though).

//edit: Of course in Stencyl you can use AS3 too, even code whole game in it, but here you have also built-in level editor so you don't have to hardcode levels/make importers for levels made in programs like Tiled.
#9
VVVVVV / Re: VVVVVV online?
March 14, 2012, 01:09:32 PM
Viridian's suggestion more fun.
#10
VVVVVV / Re: VVVVVV demakes and fangames
January 13, 2012, 02:43:02 PM
Can you post Ultra Gravitron in the first post?
#11
VVVVVV / Re: [WIP] Ultra Gravitron
January 13, 2012, 02:34:14 PM
First tech demo (linux only): http://dl.dropbox.com/u/210143/ultragravitron-techdemo.tar.gz

For now only basic functionality like Title Screen and Viridian's controls (use left/right arrows for that) are done. There are no enemies yet and therefore time counting is disabled as it makes little sense w/out enemies (you can survive indefinitely). Alt+Enter to toggle fullscreen.

Bugs:
- Music in level for some reason don't play correctly. There is nothing I can do, since apparently it is bug in tool I use (Game Develop). This will be probably soon resolved.
- When in level, you can't go back to menu by pressing ESC. This is already resolved in my internal build though.

There will be no Windows build until game will be fully playable (enemies and time counting) though, so don't even ask.
#12
VVVVVV / [WIP] Ultra Gravitron
January 10, 2012, 12:26:59 AM
OK, I've got permission from Terry to make Super Gravitron-like game (starring Viridian!) .

Features:
* Nauseous, moving black&white background
* Fast-paced action
* Records save file (not in first version)
* Randomly generated enemies

Screenshots:


#13
VVVVVV / Re: Super Gravitron Records
January 05, 2012, 05:06:59 AM
I can write such game in 6 hours, so I don't think it's worth selling. Anyway Terry has enough money from selling VVVVVV in HIB and now 3ds port, so he may go for freeware on this one - it might interest more people in real game as VVVVVV demo is pretty slowpaced.

The only reason I don't write this game is that I don't have any rights to Super Gravitron name and to any VVVVVV characters/enemies.

//edit: By the way, I've got 14:30 seconds now.
#14
VVVVVV / Re: Blind Mode
January 04, 2012, 07:59:23 AM
Maybe we should add Blind mode as proper game mode in 2.1?
#15
VVVVVV / Re: Editing VVVVVV Sprites?
January 03, 2012, 12:33:37 AM
So maybe you could add option to customize Viridian's color so player can have him customized to his/her favorite color?