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Messages - platypusfactory

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games / Re: [WIP] Gargoyle's Quest DX
« on: Thu, Sep 9, 2010 »
Look great!  Keep going with this idea.

games / Re: Infinite Shooter game
« on: Thu, Sep 9, 2010 »
Congrats on your first game!

Some comments on game design...I would rethink the idea of the gun being able to overheat.  The gun overheating penalizes the player for shooting too much but doesn't really add to the challenge of the game because at that point you can just dodge ships relatively easily.

Waves of enemies means the player is going to want to blast them all...but being punished for shooting too much seems a bit odd, and it holds the player back from the real fun in a shmup (which is blowing things up :)

chat / Re: Flixel lovers Twitter account.
« on: Wed, Aug 4, 2010 »
I haven't been on the forum for a while but

games / Re: Greek & Wicked
« on: Mon, May 10, 2010 »
Let me be the first to say that this idea is so awesome and creative.  Good job :)

games / Re: FunkBot 3000
« on: Sat, May 8, 2010 »
Eddie, this is some serious win.  I wish there were a lot more games like made in flixel.  Everything from the presentation to the gameplay was really fun.

chat / Re: Gravity Hook HD
« on: Sun, Apr 25, 2010 »
Thanks for this post.  This is super inspiring!  I'm glad to see that they added the higher graphics and everything still runs very smooth.  Nice!  I wonder if Adam used any special tricks to optimize the speed.

Hey Barts, check your PM.  A lot has been up with this project for anyone who is curious.  I'm trying to make this into a full action adventure game.  It's been a crazy endeavor.  I haven't been updating much on my blog but I may ask some people on here to playtest it when the time is right.

I agree with Barnaby.  I can't wait for the next Flan version.  Its been a great help with the games I've created.  Thanks Martin!

help / Re: Virtual Camera Zoom out
« on: Sun, Apr 18, 2010 »
This topic may be helpful.

games / Re: Robo Run
« on: Thu, Mar 18, 2010 »
Yeah, enjoyable experience but I'd really like to be able to switch gravity in mid jump.  Adding that feature would add a lot to the game.  Great work so far though.  Very much like VVVVV (heh, did I miss a V?).  Good work so far.

That's a challenging goal axcho but after seeing your work I'm sure you can pull it off.  Adding a certain amount of realism to a game can really create an awesome experience for the player.  I remember when I played Legend of Zelda Wind Waker for the first time and I discovered that the environment was fairly interactive.

I was fighting this guy on a rope bridge, and I didn't realize that me(Link) swinging my sword was slowly cutting away at the rope bridge.  I was about to win the fight when the bridge finally broke and we both fell into a pool of lava.  It was completely floored by this addition of realism in the game.  Anyway, I'm rambling but good luck!

releases / Re: Flixel ported to Unity
« on: Mon, Mar 15, 2010 »
The sheer awesomeness of this news has broken my mind this morning.  I can't wait to see what this all amounts too.  btw sztk, awesome avatar of paula and a mr. saturn :)

games / Re: Ninja Slash [WIP]
« on: Mon, Mar 8, 2010 »
Very fun game ksmith.  There's something that feels very nice when you slash an enemy.  I think its the sound effect that add so much to it.  The only thing that I found annoying was using X for jump along with V and C as attack.  Since I was controlling 3 separate things with one hand it was tough for me to keep track of which button to hit.  Your game requires some quick movements so hitting the wrong button takes me out of the game experience.   Maybe make Up you jump button?

Amazing work to both of you.  Very solidly built game and I had a lot of fun playing it.  I've never played Cave Story but from this looks like the same style.  I also liked the addition of agency to the game and that there are multiple endings.  I would love to see this type of work ethic in a larger scale game.  How long did this game take to develop start to finish?

Rocket jumping is always cool :)  It would be cool to find other ways to manipulate time in a game other than slowing things down and speeding them up.

games / Re: Level Up! shown in Bytejacker!
« on: Mon, Mar 8, 2010 »
I saw them on bytejacker too.  Great job everyone :)

Launched the blog 'Purple Flowers' to show progress updates for the game. You can find it at (still need to proof read the posts).  This will be a good step for me to document the process of making the game so I can see where I can improve and work even faster. 

help / Re: Camera follow issues
« on: Sat, Mar 6, 2010 »
Yes!  One more to add to the list of people you saved gamegetter.  I just ported to 2.23 and I was stuck by this problem.  Thanks

After playing Shadow of the Colossus I really liked how the game mechanic emphasized the struggle of the main character Wander.  They didn't make climbing a mountain an easy task but it was still challenging and fun (and most importantly you felt like you struggled right along with the main character).  I want to implement a similar thing into the game I'm making right now.  Something where a large part of the game is just you dealing with nature.

So I've been thinking about unique game mechanics when it comes to 2D side scrollers.  Most everything has been done already (wall jump, manipulate time, double jump, etc..), but is there anything you've always wanted to do in a sidescroller that you haven't seen done yet?

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