saybox
2674 posts
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ST3ALTH15
911 posts
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Well that’s a bit disturbing.
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Amibtious
394 posts
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That looks great, although the lighting’s a bit dodgy. Appears to be almost a ‘beam’ of moonlight, but….it can’t be, ya can see the canopy, no beaming there…..and sunset at the other end? Looks odd to me.
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lavaflame2
291 posts
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Originally posted by saybox:

ErmMahGawd! Can I joinz tea party? or is it E10+, becuz I is only too yearz borned.
(on topic: What the bloody ‘ell is that?) I’m reporting this picture for making fun of morbid dancin’ syndrome
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GameBuilder15
8881 posts
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That looks like a game I would enjoy… if it’s a game.
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Aesica
972 posts
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Originally posted by saybox:

How deliciously morbid. I can’t wait to see more.
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vesperbot
1883 posts
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Originally posted by Amibtious:
That looks great, although the lighting’s a bit dodgy. Appears to be almost a ‘beam’ of moonlight, but….it can’t be, ya can see the canopy, no beaming there…..and sunset at the other end? Looks odd to me.
I expect it’s no sunset but a campfire, there’s some bright spots near the ground in the distance. It can also be large fire, as if a village is being burned. Yep, some horrors.
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saybox
2674 posts
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Is the image too dark, in terms of the actual graphic, not the content? On my PC it looks great, on my iPad most of it is pretty much black. And I don’t have any other monitors to test on.
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JohnnyBohnny
113 posts
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Aesica
972 posts
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Yeah, it’s a bit dark, and that’s with my stronger-than-average contrast settings. Dark graphics like that are great when fullscreened, but with flash games, it can be a headache if the page they’re hosted on is filled with lighter colors.
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BobSmithIV
12 posts
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I’m making a version of the card game “Go Fish”, it’s almost ready, just Medium and Hard AI difficulties to code and that’ll be it.

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HensHouse
111 posts
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EpicPowers72
4 posts
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All theses games look awesome.
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radarek
25 posts
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Originally posted by vesperbot:
Originally posted by JohnnyBohnny:
That looks somewhat chaotic to me. I have never played the original, though.
This isn’t chaotic, it’s only the visible part of the level (original levels had ~80×36 dimension), and this level is something like self-designed, I don’t remember this block sequence in the original. :)
Yes, it is new level. There are 60 completely new levels. Original levels are as bonus.
Originally posted by JohnnyBohnny:
I’m not talking about the level design, but the visuals. All colors are very saturated, and the different blocks don’t connect with eachother. Also, the light source seems to be different on all blocks.
Yeah, you are right. I know that graphics are not so good but I don’t have money for better graphics (this is hobby project). Anyway I will try to lower saturation.
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ST3ALTH15
911 posts
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Work for a client.
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UnknownGuardian
8207 posts
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Rocks with lightning and green horsies!!!11!1!!!one!!1!!
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Aceeri
98 posts
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Well obviously, my game sucks compared to all of yours :/
But the thread topic tells me I have to show you so…

Crappy of course, still working on it.
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ST3ALTH15
911 posts
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Originally posted by UnknownGuardian:
Rocks with lightning and green horsies 1 !
Don’t you just love surrealism?
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dragon_of_celts
295 posts
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The game I was working on for the end of January:

Llama Gods (working title): It is based on those slider puzzle games, but hopefully far less irritating and boring. Basically, the goal is to get the llama gods to kill the demon faces and save the people (well, saving the people is accomplished by killing the demons, so it’s really just a way of saying “don’t kill the people”).
People, demons, and Rock Llama move off of their tile onto the next adjacent tile in the direction of tile movement.
I started out with 5 llama types, but I’m contemplating adding two more.

All llamas’ special abilities are triggered after they move.
The Llazy Horny Llama just sits there. You have to get the demons to move onto him (of course it’s a him — it’s llazy and horny).
Rock Llama will jump off of the tile he’s on in the direction of his tile’s movement onto to the next adjacent tile, crushing most things beneath him.
The Standard Fire-breathing Llama will set fire to whatever is in the tile in his facing direction (llamas turn to face the direction of their last movement), incinerating most things. Fires will spread to adjacent tiles on the next turn if there is a flammable target, and will die out after a few turns.
The Llama of Electric Death electrocutes whatever is in her facing direction, and the llightning immediately chains to adjacent conducting targets.
The Llama of Almighty Destruction fires a beam that destroys everything in His facing direction whenever He is moved.
There are fire-, llightning-, and rock-/horn-immune demons (depicted by their colour).
The two I was thinking about adding are the Cooll Llama and the Llama of the Night (but I’m not sure that they aren’t a bit too complex):
Cooll Llama freezes entities in the tiles adjacent to her. Frozen entities become ice blocks, which are immune to llightning and horny llamas. Ice blocks thaw from fire, or after a number of turns pass while not adjacent to Cooll Llama. When the tile they are on is moved, they continue sliding until reaching an obstacle, the edge, or fire (which thaws them). This could be used to move an entity farther than normal, or to move an aggressive llama without harming those around it.
The Llama of the Night will kill any demon or person in his facing direction, and will transform a llama in his facing direction into another vampaca like himself (the latter is not a loss scenario, as there is still the llama goodness — or in this case, badness). He transforms into a fruit bat when moving, which continues in movement direction until coming upon a tasty morsel or the edge, and will fly over inedible items (skulls (remains of demons or people) and ice blocks).
Too much?
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evan999333
340 posts
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JohnnyBohnny
113 posts
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Lots of typos on your second image: Character, Dexterity, Equip, Destroy, Automatically.
Also, those invertory instructions seem very difficult, shft clicking, control clicking hovering, right clicking.. Can’t you simplify it into a single right click menu? The Flash game audience doesn’t have a lot of patience.
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vesperbot
1883 posts
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right click menus are really slow in Flash for some reason, even if custom made. Perhaps you meant “single LEFT click menu”?
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evan999333
340 posts
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JhonnyBohnny I fixed the typos >.> thanks.
Also you can click and drag and drop the items those are just options for quickly moving the items. And you can simply scroll over any item like your right ring slot by scrolling over it but when your playing the game it is actually very easy to use and handy.
Originally posted by JohnnyBohnny:
The Flash game audience doesn’t have a lot of patience.
These were made specifically to make the inventory screen easier and faster to use.
The text is just there as a reminder.
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ST3ALTH15
911 posts
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Oh joy, I finally have a menu screen!
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twotimingpete
22 posts
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I’ve been working on a metroid-style game for the past 5 months (off and on).

I’m getting more serious in the development now, I’ve mapped eveything out and designed everything. There’s much to explore and many missable items and power ups. While this game doesn’t overtly resemble Dark Souls, that game has highly influenced my design sense.
Plan for a Summer release and a trailer in the next few weeks. If I can keep the size somewhat reasonable (I’ll allow it to be somewhat big in file size, because it’s so ambitious and I believe so strongly in it,, but there are still some limits to how long someone wants to load something) I may release as a flash game to be played in the browser on portals such as this one. I’m doing everything but the audio on my own.
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