Recent Posts

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General Chat / Re: Indiana Jones - Raiders March [Minecraft Noteblocks]
« Last post by selmiak on September 14, 2018, 10:08:08 am »
Don't they know there are different lengths of notes in the world?!

But I love that giant square boulder behind the other guys in the background from around 2/3 of the video  :D :hat:
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General Chat / Indiana Jones - Raiders March [Minecraft Noteblocks]
« Last post by doctorfargo on September 04, 2018, 03:10:33 am »
Not into Minecraft - But I thought this video was interesting.

https://www.youtube.com/watch?v=1o4c62GGCPg
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Project Discussion / Re: Fighting system : open discussion
« Last post by Tremulas on August 21, 2018, 01:59:11 pm »
Hmmm is this one a little complicated and non relative with an Indy adventure game ?
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Project Discussion / Re: Fighting system : open discussion
« Last post by jeancallisti on August 20, 2018, 10:23:18 pm »
I just had an idea that seemed like a genius idea just right now while I was falling asleep in my bed. I need to write it down now before I forget, but maybe it will sound super stupid tomorrow when I read it again.

Before I explain the idea, I want to write one more time that I think there's definitely something in a combat system that has some sort of parry. I remember I was thrilled when sword-fighting in the old Prince of Persia 2 because having the right timing definitely makes you feel endangered but also empowers you a lot when you hit back. You even feel like you're putting strength in the blow even though that's just a regular blow.

More recent games rediscovered that, for example Nidhogg (2D), or Chivalry (3D).

But all of that is not new. My idea right now is to make the player manage the body balance -- more specifically, how forward is the chest compared to the feet.
- If the chest is too forward (as the result of giving a hard/loaded blow) then if you miss you can fall forward or at least you cannot protect your chest with your other fist so you might get hit.
- If, on the other hand, you're slightly bending backwards, then, I don't know, maybe you can protect yourself better (every hit you receive doesn't make you lose health points) but makes you lose ground and pushes you backwards (until you're stuck against a wall). That makes you lose initiative and, let's say, makes you unable to achieve any combo.

So I'm not saying that the feet should be controlled separately from the chest. First, that'd be stupid, and second, that wouldn't be playable (we have to remember that everything we design has to be tap-compatible). BUT  maybe this balance thing could be semi-automated and a direct result of your moves.
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Indiana Jones and the Seven Cities of Gold News / Re: Surprise
« Last post by doctorfargo on August 15, 2018, 09:20:53 pm »
Cool.
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Adventure Games / Re: Indiana Jones and the Return of the Fan Games!
« Last post by Red Fez on August 14, 2018, 04:55:41 pm »
Maybe the next film can inspire a new wave of exciting fan games loosely based/ inspired by Indy... Maybe even start one myself...
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Indiana Jones and the Seven Cities of Gold News / Re: Surprise
« Last post by Red Fez on August 14, 2018, 04:52:54 pm »
Huge Indy fan, and also loving surprises - so, cannot wait  :)
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Indiana Jones and the Seven Cities of Gold News / Surprise
« Last post by Tremulas on August 08, 2018, 03:58:15 pm »
Math told me to publish on what I am working on these days, but I will just announce that there is just a surprise for our fans, probably revealed with the demo 2.0 !

Hint : Old school adventurers will appreciate it a lot  ;)
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Adventure Games / Re: Return of the Tentacle
« Last post by selmiak on July 29, 2018, 09:26:31 pm »
8) :D
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Adventure Games / Return of the Tentacle
« Last post by Tremulas on July 22, 2018, 01:49:34 pm »
Unfortunately we are not the first to upload a fan game.

Good news is that they have uploaded a prologue , so we may be the first to upload a full game !  :D

https://catmic.itch.io/return-of-the-tentacle
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