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Messages - raquzzic

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1
General / Re: VOTE: Platformer BETA Launch
« on: June 03, 2013, 09:23 pm »
I love how people ask if there will be more updates when I'm in the process of trying to push an update. :/

We always want more.

And more.

And more.

2
General / Re: Minecraft Mod Suggestions
« on: June 03, 2013, 08:30 pm »

3
General / Re: VOTE: Platformer BETA Launch
« on: June 03, 2013, 08:09 pm »
Does launch come with new objects?

I'll say yes either way since all the issues with it look pretty well ironed out.

4
General / Re: PLAT-BETA TESTING WEEK
« on: June 03, 2013, 12:49 am »
Personally, I love this update; it is a sign of future customizing to come to the plat!

Here's a compilation of all enemy types to show proportions:



From left to right:
-George
-Thor
-Snarly
-Thug
-Ninja
-Bat



From left to right:

-Probe
-Firetroll
-Skelly
-Mongol
-Kikuchyo
-Archie




From left to right:
-Native
-BigMutant
-Mutant [strong]
-Mutant [weak]
-EnemyMech



From left to right:
-BigRobot
-Robot
-Rocky
-Minion
-Mercenary
-Native


I hope this helps gauge the proportions of foes, at least show the ones that may need some modifying to be more "graphic friendly".

5
General / Re: PLAT-BETA TESTING WEEK
« on: June 03, 2013, 12:12 am »
I bet someone already made a game where you kill an army of sceptile or something.

6
General / Re: PLAT-BETA TESTING WEEK
« on: June 02, 2013, 09:50 pm »
Will we get enemy hovercrafts  and graphic templates for hovercrafts by the final release?

7
General / Re: PLAT-BETA TESTING WEEK
« on: June 02, 2013, 02:58 am »
The ally graphic box is a bit wonky.

Here's a enemy probe sprite compared to its ally equivalent:



The oval shaped probe is the ally, the circular one is the normal wants to kill you and all your friends and family with lasers probe.

8
General / Re: PLAT-BETA TESTING WEEK
« on: June 02, 2013, 02:19 am »
How new does the game need to be for graphics to work and not break inscriptions?

9
General / Re: Look familiar?
« on: June 02, 2013, 01:18 am »
Reminds me of that one demo game in the unity starter kit.

10
Game Discussion / Re: Looking for funky testers for funky game.
« on: June 01, 2013, 04:51 pm »
For people curious what the game is, it's the same game I entered into EGD, Super Funk.  An Arcade creator game.

11
General / Re: PLAT-BETA TESTING WEEK
« on: June 01, 2013, 12:11 pm »
Geoff, how many new gameplay additions should we expect?  Is the hovership the last or will there be more objects added?

12
General / Re: PLAT-BETA TESTING WEEK
« on: June 01, 2013, 11:23 am »
In older games, something's messing the graphics up.  The enemies do this for instance:



The sprite isn't applied to them and they stare at the player instead.

Anything not graphics related works well however; hovercraft works great.


13
General / Re: THE PLATFORMER HOVERSHIP
« on: June 01, 2013, 10:20 am »
Hovership stat-wise has fifty hp, or five times less hp than the other vehicles which means you can't tank projectiles, but the hovership is much more agile than the other vehicles and can deal damage rapidly.  The hovership opens up a whole new way to play and a new dimension to levels- Ever wanted to make a game with floating islands to travel inbetween?  Now you can!

Personally i'd love to see an enemy version since we need a tougher flying foe and probes as hard as they are too small to make a mini-boss.


14
General / Re: PLAT-BETA TESTING WEEK
« on: May 31, 2013, 09:39 am »
I checked a older [by a few months] game with the texture applier, and while it placed the first texture just fine, later ones causes the platformer creator to actually crash.

I don't know if this is the cause with wall/floor textures yet.

15
General / Re: Important update to new beta graphics editor.
« on: May 30, 2013, 11:51 pm »
I like how one of the hands of the firetroll gets bigger where the cannon is.

Check out my enemy sprite:



It's meant to be a golden demon, but for what future game I use it in it won't be EGD since the last time I game switched it didn't work out well.

But why does the player head stay in the starting position like that now?  Is that intentional?

16
General / Re: PLAT-BETA TESTING WEEK
« on: May 30, 2013, 07:55 pm »
With heavy foes like firetrolls, georges and rockies, the graphic hands get very elongated.

17
General / Re: PLAT-BETA TESTING WEEK
« on: May 30, 2013, 07:27 pm »
Oh come on, cursing right in front of geoff?

That can't be safe.

I speculate a high chance that graphical modifications may not be the only things for foes.  Perhaps geoff will have us be able to modify the foe properties soon, like being able to give more health to an enemies, change damage amount or change their movement/attack speed. 

One day.

The ally is a nice addition, I find it annoying how non-probe enemies pretend like it doesn't exist.  Especially ranged foes who can hurt it.  Is this intentional?

18
General / Re: Important update to new beta graphics editor.
« on: May 30, 2013, 03:41 pm »
Does this mean my hover mech won't grow red legs anymore?

19
General / Re: Platformer with Graphics RAW BETA
« on: May 30, 2013, 11:07 am »
Aww yeah, level naming!

Those little additions like the ally and upside down blocks added a lot to the platformer.  There's one issue that gets to me however; the ground enemies don't seem to attack allies, probes don't have this issue but a lot of enemies do, they only ever destroy an ally by accident.

The skele foe's also nice for your evil temples.  I speculate that this foe is meant to be used as a "blank sheet" of sorts for graphic enemies.

20
General / Re: Graphics in the Platformer?
« on: May 26, 2013, 11:18 pm »
I mean the black and white style games that sometimes do get featured.

21
General / Re: Graphics in the Platformer?
« on: May 26, 2013, 11:03 pm »
I can already see the games where everything is a black blob monster.

And there's no way to distinguish what is what even with a torch.

Oh the pain those inevitable kinds of game will be.

22
General / Re: Graphics in the Platformer?
« on: May 26, 2013, 06:25 pm »
This may be a odd question, but with the ability to modify the graphical appearance of foes does this mean in the future we could edit the hp and damage properties of foes of is there something that makes customizability of that kind infeasible?

Like for instance, making a mongol who's graphics are replaced with some bleak, hooded figure that instant kills.

I at first was just thinking we'd only be able to use this to make scenery and blocks, the ability to customize foes and even the player genuinely surprised me since I didn't even know if that was possible to do.

23
Bugs / Re: OFFICIAL New Arcade Creator Bugs
« on: May 13, 2013, 12:02 am »
Aren't they killed with magic?

Sliding's an alternative.

Ideally it is magic stun than slide hit though.

A new issue though, is that enemies spawned from spawners give points.  I fear the implications of this. 

24
General / Re: What your most anticipated title for EGD
« on: May 12, 2013, 10:49 pm »
Arcade creator games not my own in general.

Mainly to see how far the potential the arcade creator can be stretched and to see if the competition thinks of things I didn't.

25
Arcade, the lack of lag, easy ability to make long levels and the sheer diversity of items despite being a very young creator in comparison to the other ones leads to one that doesn't take much time to make a good looking game with.  Though you still need to have a good eye for level design and use of background/scenery objects to make a great retro.

26
General / Re: EGD 7
« on: May 11, 2013, 08:33 pm »
Username(s): raquzzic
Game Title: Super Funk
Game Type: Arcade

27
There will likely be one if someone gets around to it, it's just that currently no one's made one of good enough quality to get fused yet.

28
Game Discussion / Looking for funky testers for funky game.
« on: May 10, 2013, 05:08 pm »
Will not accept just anyone, as this is serious and demands someone who will actually help with game creation and not just give vague statements of praise.  I need lots of information on as many aspects of the game as possible.  I am not looking for suggestions on additions to the game, only for any errors to be found as well as any issues in the gameplay or storyline (plot holes, grammar errors and other things).

PM me if you want to test, but be wary that I will be willing to kick people if they do not benefit the game's progress.  If you are a good enough tester, I'll give you a platinum main site medal for your contributions.

29
General / Re: New Arcade Tutorial: How to Use Link Logic
« on: May 10, 2013, 04:22 pm »
I am aware of that, it's the same reason you can't make a foe talk on death and take out a barrier at the same time.

The link connect tool from what it seems looks like it potentially solves the problem by having the multiple linking boxes act as a branch of sorts that you can attach more True/play parts of a link to in order to be able to get multiple objects from taking out a single object by attaching the false/stop part of a link from the parent object to the boxes.

In practice the foes just spawn like there's nothing there.  I've tried different approaches and nothing has worked so far.

I managed to make a spawn delay effect though.

30
General / Re: Cave World Launched!
« on: May 10, 2013, 04:02 pm »
Metal world?!

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