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Messages - Vincentmrl

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16
General Discussion / Re: Ideas on best use for donations
« on: February 15, 2013, 01:10:09 PM »
paul instead of bugsense, make something that works the same here on your site,  and make it public (and maybe enable comments in the log pages

17
Paul's Projects / Re: Side-scroller game for OUYA
« on: February 10, 2013, 03:47:48 PM »
what about some fast "tricky" challenge to possess an enemy? Something like you said but that would need things like swiping (on smartphones and tablets), moving analog sticks (OUYA and Xperia play) and moving the phone/tablet/OUYA gamepad (if it has a sensor). Also the blue for the enemy should be a bright blue with light, since the one that is possessing the enemy is a good person, and red if some sorta of boss possess them

Also I got a puzzling idea: Giving you the possibility to move the main character with one stick, and the enemy with the other one. This would make great puzzles

18
Your Projects / Re: IPS Patcher
« on: January 26, 2013, 10:13:06 AM »
is this patcher to patch roms like for the mario64 mods and other things like this? If yes, THAT'S AWESOME.

19
Paul's Projects / Re: Side-scroller game for OUYA
« on: January 25, 2013, 12:38:43 AM »
For the  story, I have 2 ideas:
1: The caped soul in the amulet is actually evil and the "main enemy" makes the person get powerful enough to fight the caped soul in the last level, because if he told the umexperienced weak person at the beginning, the caped soul would kill him.
2:Another idea is, the evil guy makes everyone think the person is the evil one, by morphing into his shape and doing evil things (this  was heavily inspired by mario sunshine)
Also gameplay wise, I have some ideas too:
1:there could be 5 amulets, white/purple will be the one you'll start with (white if soul is good and purple if soul is black) and the main enrmy would own the black one. This way there can be 3 bosses then final boss.
2: the white amulet could be held by a good powerful person that kid has to run to in the end of the game to save himself. Also the kid would get the white amuler in the game and unlock a special power and concept art etc.

20
Paul's Projects / Re: Side-scroller game for OUYA
« on: January 23, 2013, 07:46:16 PM »
i have a nexus 7 and was wondering if it would be testable on other android devices with say button mapping.
Paul said it can be for other android devices and the test engine will be tested on browser. He will port the test engine to ouya, and at that point it looks that he'll make a normal android engine.

21
Paul's Projects / Re: Side-scroller game for OUYA
« on: January 23, 2013, 07:11:38 PM »
ok I sent you a pm with the model. Tell me when you'll use it (and also tell  me how good it is :3)

22
Paul's Projects / Re: Side-scroller game for OUYA
« on: January 23, 2013, 05:42:00 PM »
I have a blocky king harkinian model I made long ago, he's holding the cup. Tell me if you want to use it as placehorder model :P

23
Paul's Projects / Re: Side-scroller game for OUYA
« on: January 23, 2013, 12:33:50 AM »
what about the backstory on the evil guy, saying he was good but then something bad happened to him/soeone hypnotizes him to make people think he's the villain?

24
Paul's Projects / Re: Side-scroller game for OUYA
« on: January 22, 2013, 11:56:58 AM »
I agree with the idea, it makes me think about zelda games, they're puzzle all the way and if you don't use logic you get stuck forever. Also the game should have an hint you have to think about to find out what it means, appearing after some minutes being stuck.

25
Paul's Projects / Re: Side-scroller game for OUYA
« on: January 22, 2013, 11:20:50 AM »
TWhy is Mario fun, because it's hard? No, because it's fun. Fun and difficulty aren't mutually exclusive. Never limit a fun (main) game mechanic unless you're going to replace it with another fun game mechanic. If you want to make it hard, then on the last level, have the protagonist turn the antagonist into a human, or other killable form, maybe trap him in whatever last possession he took, and limit them that way and give them another way, that's not frustrating, to beat the game... even though that's so cliche

Whatever you do, just don't make the game get progressively harder for no reason at all. Plenty of games barely progress in difficulty, but stay fun throughout. If it's too hard, people might start throwing their controllers like the old days ;D

SMB, nsmb, even mario kart double dash, these all get harder progressively because the player gets more experience. A game must have progressive difficulty because it can get boring. Even an easy game like Klonoa (PS1) got some hard parts, still the concept is crazily simple.
Also, what's bad about throwing controllers like the old days? Wasn't the game supposed to give nostalgia? ;D

26
Paul's Projects / Re: Side-scroller game for OUYA
« on: January 19, 2013, 05:33:28 AM »
I don't like the idea of a blob character, just by thinking it it makes me get bored. I prefer the idea of the guy getting sucked in his "retro" game more
Also I got a special level idea: a part where you go in a mine cart or something, that would make people remember about crash bandicoot. I don't know why but I think a warp zone like thing would be awesome, it would make the game different from the others, I'm hating all the level buttons that are all the same in the games

27
Paul's Projects / Re: Side-scroller game for OUYA
« on: January 18, 2013, 07:15:35 AM »
Also an idea I got: some random powerup that makes the game go retro for a minute and lets you stomp and kill the enemies in one jump it? This would make a great tribute imo

This could actually be a very good idea of used correctly. Making it a common power-up would be overkill though because it would be sensory overload to have the screen switch so frequently.

What if instead of it being a power up there were bonus (secret) levels that used the effect? Sort of similar to what Super Meat Boy does.

what about making it show in the first level and be extremely hidden in the other levels? Something like what nsmb does with the mega mushroom

28
General Discussion / Re: OUYA Artwork Competition!
« on: January 18, 2013, 07:00:30 AM »
ok I correct the vote so, I vote my icon #10 and the splash is still #2

29
Paul's Projects / Re: Side-scroller game for OUYA
« on: January 18, 2013, 04:21:31 AM »
The sense of being a rip-off is the main thing I'm trying to avoid.  I want it to be a tribute to the style of game and the era, but not a tribute to Super Mario Bros specifically (this is mainly for copyright reasons, which I've had my fair share of at this point!)

What I want to do is bring in one or two fresh new basic concepts, and build the whole game around that.  For example, consider Super Mario Bros 2, which was criticized by most original Super Mario Bros fans as being a completely different game.  They had taken a couple of new concepts (vertical scrolling and throwing objects), and made a completely unique game out of it (ultimately too unique to be considered a sequel by most people).  Obviously the new enemies also helped make the game unique, but that was only part of it.

In this case, I want to take the basic style of 3D characters in a side-scrolling world with limited lives and game-overs, and use that to make a completely unique game experience that pays tribute to that game style without being a rip-off.

So I guess what I really need are those one or two fresh new ideas, and then start building on the ideas from there.

I thought of one idea (not my best idea, but it should give you the idea of what I'm talking about not being a rip-off of any other game).  Suppose the main character was a glass bowl or pitcher with face, arms, and legs (made to look like a super hero with a cape, for example).  He would start out with no special abilities other than the ability to jump, walk, and run.  One hit from an enemy would shatter him.  He would be able to catch things in his bowl (items rolling off of platforms), and be able to dump them out (to block things, create stepping stones to got over obstacles, drop onto enemies, etc).  He would also be able to fill up with different colored liquids at fountains, which would give him different abilities.
The american SMB2 is actually a reskin of doki doki panic, the real SMB2 (called the lost levels outside jap) was too hard for people.
Also an idea I got: some random powerup that makes the game go retro for a minute and lets you stomp and kill the enemies in one jump it? This would make a great tribute imo

30
General Discussion / Re: OUYA Artwork Competition!
« on: January 18, 2013, 04:14:49 AM »
Since it is unfair to vote myself, I vote Icon #1 and splash #2

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