Tuism

About

Username
Tuism
Joined
Visits
13,217
Last Active
Roles
Moderator
Thanked
1918

Comments

  • Finally gameplay! This is much better to showcase the game with :) the shell mechanic remains a mystery... I hope the shells do different things :) looks super slick! :)
  • That's soooooo dammmn cooool :D One of my ideas for a prototype was to make a 3D game for iPad... that involves outputting magic-eye-like images and playing the game squinting past the screen for the lolz :P Guess that's not as needed now :P haha
  • So more funny questions about the rift, cos I really am curious/interested :) I've seen those funny screenshots for the rift - how does dev work for the Rift? Are there specific language/s that you need to use to dev for it? (unity? something else?…
  • Don't get me wrong, I wish I was nearly advanced enough to get into Rift dev. I'm still struggling with AI with my first just-past-the-initial-prototype game in GameMaker :) baby steps! Speaking of which, how much is it to get into the dev kit?
  • So... because both men and women can kill people, we're fine with it. It's only when we are victimised by "attribute" that we're offended. Equal opportunity offenders are fine, but gender and race and whatever are not fine. Man we're fucked up.
  • Low res - how are they fixing it, with new hardware? Motion sickness - how are they fixing that?? Sounds really awesome, I'm of course still skeptical about the consumer potential of the Rift, in the same way Ouya I'm skeptical of Ouya compared to …
  • EXACTLY for the fast forward. My shift button was my best friend in FFVI >_< I wish I thought of that before I bought FFVI on PSN XD But nostalgia took over and I just had to.... sadface :P Oooh that sounds like a cool system, easier for less…
  • Project Phoenix looks awesome, sounds awesome, and if it's a "modernised FFVI" then I'm all in... But as it is I can't see a jot of what the gameplay is supposed to be like, and can't tell what the heck they're trying to do... Cos I played FFVI on …
  • I still think "Bureaucracy" captures the sprit of the game perfectly :P
  • So what you're saying seems to describe what I mean - it's difficult to dodge now, leading to situations where you try to either tactically manoeuvre correctly, or to "brute force" your way through by taking a bunch of damage and hopefully surviving…
  • Dropbears would imply that bears are dropping... So... The blocks are the bears... And 4 of a kind of bear will explode..!? As much as I LOVE that (earlier on I thought the blocks were cats and matching cats caused a temporal distortion, causing th…
  • Here's a better picture, or at least of more of the cast, including Chocobo :)
  • Hahahaha Caber Blocks, I had to look up Caber :) Caberloxxi? "Cablocks" doesn't quite say the right thing... Super Caber Blocks? Interesting twist :) And I'll put up the latest version with the dodgeball AI soon, out tonight so a bit later :)
  • Changed to public group! Sorry I thought people could ask to join, apparently not. Public to join now :)
  • I get so happy when I see @Tuism playing "GameMaker". :D Still have 21 achievements to unlock, I've achieved such greatness as "open preferences" and "run game" :P
  • (That's what I was saying to @Rigormortis during the presentation too, it will need an interface overhaul for tablet implementation. And you can probably forget about iPhone, unfortunately :P At least not without a lot of work)
  • Awesome, I'll look into the code when I get to the visual effects juicy bits :) Thanks! :D
  • Coooooool :D Thanks thanks! :D I'm super curious about the source for the warp effect, it's HARD to find any examples in GM, so I'm super grateful for anything I can find! :D So a question - can the warp effect be pulled from your game to Game Mak…
  • We super need that video up, when it's up you guys will know what we're talking about. This guy oozes passion, and the game is super interesting, despite being built with form-logic in visual basic (!!!?). It was amazing. I wish I could help... Thou…
  • Good question! To be honest I don't know if I looked at the nametags at all, maybe it's just cos I've been around too long. I wonder how the newer guys engaged with the nametags... (that's not to say I've memorised everyone's names...)
  • Cool feedback! (Also very cool feedback from last night too! I've taken them down and been thinking about it) Yes, I've felt that the objective of the game has been a bit loose, and after last night I've especially been thinking it needs to be tigh…
  • Yep, hence if you change the damage vector up you'll create the situation where you'll be forced to figure out the right way to attack from the start, rather than taking loads of damage, then realising later in the level that you're screwed cos you'…
  • Who is you artist on Muti? Muti? 10MD? What?
  • Hey! Thanks everyone for another fantastic awesome night! :D @rouan dude your stuff is INCREDIBLE, expect me to be visiting fluentart sometime!!! :D @Chris_Bischoff dude your stuff doesn't disappoint, it's mad how much you got there :) @JohanNage…
  • Wow these look trippy (Like "The good Mecha Santa" lol) :) Will give them a go! Source files will be a wealth of information... If I can figure them out :P
  • Heh, that's cool, I'd be interested to see how you engage with the game :) @Rigormortis's reaction to it was super interesting as he's somewhere in between me (not a Chess player, knows the rules) and you ("good chess player"), and he had some real…
  • @Elyaradine are you a "good chess player"? It's very interesting to see experienced Chess players engaging with the idea, I wish I could get more testing with both sides of the chess divide! I did some research previously and I saw that - it's call…
  • One-shot-kill was actually more or less what I meant by balancing damage - right now the tank soaks up damage and there's little incentive to dodge until you're almost gone, and by that time it's a bit too late to do anything about your strategy or …
  • (good call on starting a new thread :) ) Congrats to all selected - the lineup and quality looks amazing, looking forward to hands-oning all of them at A MAZE! Is the format going to be about the same as last year, ie, games on machines downstairs…
  • That's an interesting idea, I guess it's entirely possible to jig the game through balancing damages, level design and enemy behaviour to be much more puzzle oriented than action-oriented, kinda like stealth games.
  • Wow we've got a super packed schedule! I'll be there ahead of time to make sure my demo runs without a hitch (and play a few games if anyone's around :) ) I'll have Skydrops Arena and Magess available to play for my prototypes :)
  • I'll be bringing the prototype to the meetup, if anyone wants to have a play :) I just wanted to make Chess more interesting and accessible, I have another version of "resource-based" Chess bouncing around in my head :P Re: Doubling I guess "alw…
  • I still am wondering what you guys (if you're still here!) were looking for! It would be so much easier for us to help and engage if that were stated more clearly!
  • Yeah that notification thing next to your nickname is strange. It goes up when you get inboxed, then when you go to the inbox and read the message, the inbox [1] goes away, but the notification remains. Can only get rid of it if you go to your nickn…
  • Yeah but I didn't get the two-player controls working... So tomorrow we gonna actually PLAY IT. With real people and stuff :P
  • An idea: Is it possible to *really* read the state of a level or a "snapshot" (not gfx, but of gamestate) of a real game, say, quake 3, or unreal, or whatever, and export it to VCD? Probably too ambitious, but it'll let people play a game of *whatev…
  • Awesome to see this progressing, not knowing a thing about surfing I felt like I couldn't really give meaningful input, but the visuals are stunning and the movement actually makes sense once you spend some time to figure it out. I just don't get h…
  • @FanieG in fact this is the Chess variant I mentioned while on your Cool Guy Chess thread :)
  • I guess, but do you need ART for it to work? Even if you made different coloured blocks, or just stole stuff off the internet. The point is to spend the least amount of time on the superficial and get to the meat and bones :)
  • Nooooo, no no not artwork :P Forget artwork for now :P And level editor I guess is good - but I'd say rather create level segments - so it's not the same level over and over again so you can read it - you can algorithm the level so that it has a se…
  • Had lots of fun :) the running around was pretty hardcore. 5 year olds are hardcore man! Ninja is superfun! Battlefield is really cool, cute and extensible. So much running though :) And yay I got to test my bluffy chess variant, and thanks to ever…
  • Yes, I love this concept, if you don't want it I'll take it :P Just saying :P I really like the mechanic, here are some input on what I think is fun and not about it: 1) The fact that you can insta-die from a dead-end I think isn't cool - you coul…
  • Well you could quantify the number of taps to an exact unit of measurement - for example place the ship in a gridded width, so that 3 taps will move the ship 3 spaces, one will move it one, etc. of course that's not the only solution so give it a th…
  • The juice is certainly awesome, a shame there there's no game... :P Sooooo many effects :)
  • I just want to premptively congratulate everyone who participated, the turnout was enormous!! It's so awesome to see so many people jump in, even seemingly complete strangers (welcome!) to our forums. Also I'd like to say that I think this is a ver…
  • I do like the tapping for the "accuracy" it provides, but if that accuracy isn't useful then there's no point - I'll give the example from one of my favourite game ever, Tetris Attack: Where I know exactly that if I wanted to pull of my combo I …
  • It actually looks pretty good - though I fear that there was too much on the art and not enough in the mechanics...! As @Bensonance said, it should be faster - the whole appeal of this type of game is speed and twitch-dodging! Some sort of defensive…
  • Hmmmmmm interesting :) I think that given that there is an audio feedback you can tell how much you've charged it, augmenting it with a visual feedback should cool, but not entirely necessary from a prototype point of view :) The skill to drive th…
  • Hmmmm, it looks like it's come really far along, but some bits feel niggly, I agree with previous comments: 1. The feedback of movement is hard to see - you have to really get used to "revving up" to start moving. If the mech had animation that mig…
  • So right now there's no point in pushing left or right during the game, right? No tracks to jump between? It feels there's too much penalty on the slowdown - the ship is constantly just slow, and the game doesn't pick up pace. I guess you just need…