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scifista42

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About scifista42

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    Why don't I have a custom title by now!?
    Why don't I have a custom title by now?!

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  1. Wonder when hibernation ends? 

  2. The legend himself

    You are absolutely missed friend

  3. You are a legend mate I hope you are doing allright! You really helped me so much back then.

  4. How are you doing mate? The community hasn't seen you in a while.

    1. roadworx

      roadworx

      i hope he's doing alright for himself, i miss him ):

  5. When will scifista return??

    1. Show previous comments  6 more
    2. Zulk RS

      Zulk RS

      Yeah I was wondering about him too. He helped me out a lot with how GZDoom Builder and UDMF and ACS worked. Hope he's doing okay.

    3. TheMightyHeracross

      TheMightyHeracross

      Pretty concerning how he was so active then stopped so abruptly. Hope he's doing alright!

    4. dmslr

      dmslr

      Whenever I read old DW topics this guy appears helping everyone with his deep knowledge of everything. He might be a legend.

  6. Good to see you posting again scifista42!

     

  7. Hello? You still around? How's it going?

  8. 1AMZfZb.png

    1. scifista42

      scifista42

      I'm more than OK with not having one. I'm not even the person with the largest post count who doesn't have one yet.

    2. Doomkid

      Doomkid

      scifista's custom title should totally be "more than OK with not having a custom title"

    3. BigDickBzzrak

      BigDickBzzrak

      That one 3's kinda redundant, don't you think?

  9. I have to ask: Did you choose the number 42 for the same reason I did?

    1. scifista42

      scifista42

      If by "chosen for the same reason" you mean "copied from the same franchise", yes.

  10. After a year (see this thread), I was again in a mood to make a speedgame in Flash.

    This game was made from scratch in less then 1 hour and a half. You control a player with arrow keys ("left+right" to turn, "up" to move forward, impossible to move backward), collect pickups and avoid enemies. The enemies constantly move into the same direction and - what's important - once they leave the game board, they respawn on its opposite side under the same angle - which makes them predictable in long term, and makes the game much less luck-based than you'd think at first glance (because the enemies move a little faster than you and each pickup will spawn one more enemy) and more strategical. The key to success is to observe the entire board, including the enemies who are about to leave it to respawn on its opposite side, to determine which places are safe to move to.


    Download: http://www.filedropper.com/walkers


    Screenshot:

    1. Show previous comments  5 more
    2. scifista42

      scifista42

      Fonze said:

      More-so, it can be tough to put your project ahead of others in the view of your potential audience,

      I don't even want that. I made these speedgames to entertain myself, and released them only as an afterthought, with the idea that feedback would be fine if anybody provided it, but not worth putting any effort to make sure that they really will. I don't think these games would have much value for people other than myself, so I certainly do not want to compete for attention against other projects (I'd actually prefer to get no feedback over that), I just put the games here for potential viewers who would be spontaneously interested.

      RaphaelMode said:

      I wish I could be able to backpedal, is this inability a deliberate desing choice?

      Yes. :D

      RaphaelMode said:

      Good game, I like the gameplay and the background color.

      Thanks.

    3. Fonze

      Fonze

      Fair enough scifista, but you got feedback in the sense that someone thought it was interesting and "wanted" to play it, even if they never did, to which you responded in a dismissive fashion, showing that you took nothing from the feedback, no matter how little it was or how little its significance.

      My point was, though I do tend to speak in general terms because things tie together, as it relates to this: that was the feedback that you received. It's not worthless feedback, if anything it's the perfect feedback on your presentation. But regardless of whether-or-not you expressly care about feedback, that's feedback none-the-less and the more positive the initial responses are, the better your chances of feedback on the actual material. Everything is a lesson that can be learned, you just have to see it.

    4. Tracer

      Tracer

      scifista42 said:

      ^ Memfis was right, comments like that mostly end up by the person not showing up anymore. (I took the opportunity of pointing that out to also reupload the link in the OP that has expired in the meantime.)



      Damn. Spot on.

      I was at work when I saw it, ans then when I finally got home I told myself I'd do it tomorrow.

  11. Try to control 2 spaceships at once! You have no weapons, just avoid the asteroids and survive as long as you can. Don't crash the spaceships together.


    Download: http://www.filedropper.com/gprockets

    It's a Flash swf file, programmed in Action Script 2 (I think). It's only 7.9 kB big. Please don't fear it (or do, if you want).


    I made this game from scratch in a few hours. I designed it specifically to be playable by 1 player (left hand on WASD, right hand on IJKL), but things might get easier when you get 2 people to control 1 spaceship each. The number of asteroids on screen gradually increases, but it increases slower and slower.

    My personal record is surviving for 51 seconds - and that was before I slowed down the increase of asteroid count - but admittedly, after practicing for several hours.

    I made the game just for myself, but do you have any idea what should I do with it if I wanted to share it properly? I have no experience with that. I'm not even specially eager about doing it.

    Screens:



    1. Phml

      Phml

      Can't survive more than 10 seconds, but I love the idea. Controlling two characters at once is such a fun, underused idea.

      I've been playing a lot of agar.io lately. It could be a fun game like this, using a gamepad (use the two joysticks to move two blobs, and shoulder buttons for respective actions).

    2. Tristan

      Tristan

      Through sheer luck I managed 13.6, though most attempts I didn't even survive 5 seconds heh. Nice idea!

  12. scifista42

    Beyond the veil

    Even though the visuals are technically good, the frequent repetition and lack of contrast makes them dissatisfying. The same negative points apply to gameplay, which is also too flat. There's little action and practically no excitement, also there's no point in exploring dead end corridors without enemies. My impression got slightly better as the map progressed, but only very slightly, possibly because I accustomized to the style. The map is just average at its best. 3/5
  13. I've just suddenly found out that I got a custom title - which I had to Google to find out what the phrase means, actually. Not sure if I got it because I'm predictable or because I post in a lot of threads, not sure if I should feel honored or not really. Still better than the upcoming Forum Spammer title would be, so thx to whoever did it.

    1. Show previous comments  14 more
    2. GreyGhost

      GreyGhost

      Eris Falling said:

      Avoozl: They're all pretty recent additions I think. I never got Pistol Start, Evil Member or Doomed Member.

      Yep, seems to be only the last couple of years that anyone's noticed them. The par time for Doom 2 is 5700 seconds, so that might be another to watch out for.

    3. scifista42

      scifista42

      GreyGhost said:

      The par time for Doom 2 is 5700 seconds, so that might be another to watch out for.

      I'm the closest member without a custom title to reach that post count, so we will see within a month or two.

    4. scifista42

      scifista42

      <-- Nope. I have post count 5700 right now, and the title is default.

  14. scifista42

    Celestial Site

    Hmm... Awe-inspiring usage of detail and textures, but the gameplay is too monotonous and one-sided. Too cramped areas that impede player's movement, monsters have way too much health (making them overpowered) and combat consists of peekaboo shot-and-pop style, again and again for too long time. Also, due to horrendous random ambushes, the challenge is harsh and sometimes unfair, while tedious for the rest of time. 3/5, and I'd rate lower if it wasn't for the great visual aspect.
    Way too blocky architecture, too flat gameplay, too much monster meat, too little ammo at the beginning, too much uniform darkness without light contrast, and rather ugly visuals despite the fact that there was effort put into detailing. 2/5
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