I did say between 6 and 7 PM. Not am. It's clearly not either one of those yet or even close.
And to Unc, yeah, I was planning on extending voting to a couple weeks at least so everyone gets a chance to vote this time. Gives me time to work on alot of the graphics for Week 8 so everything can be done quickly this go around.
And to Unc, yeah, I was planning on extending voting to a couple weeks at least so everyone gets a chance to vote this time. Gives me time to work on alot of the graphics for Week 8 so everything can be done quickly this go around.
Is anyone planning a themed contest for this June like last year? DB did the "8-bit" contest that I found fun and was just curious. I don't really have the time to make a big project anymore but I would really like to get some OHR stuff done this summer. Or after finals or something.
I guess this is off-topic but the TGC talk got me curious.

I guess this is off-topic but the TGC talk got me curious.

I likely won't finish the whole game by April 30th. This realization has saddened me, but the show must go on. That said:
He animates?! Now that sword actually is held in his hand, and not FLOATING IN FRONT OF HIM. It's also now based on his actual pixel location, and not his tile position (despite appearances) and affects enemies accordingly. And although Kyle doesn't move by pixels (yet), it's a definite improvement.
A common complaint of the play-testers was that they couldn't tell when Kyle was being hit. The resulting fix has been both hilarious and appropriate.
Say, since this is a fundamentally different game than it's previous incarnation in the slime salad game listing, should it have its own page, or should I stick with the older one?
This would be quite fun, and should continue. The 8 bit entries were amazing, considering their graphic limitations.
To friends long gone, and those I've yet to meet - thank you.
He animates?! Now that sword actually is held in his hand, and not FLOATING IN FRONT OF HIM. It's also now based on his actual pixel location, and not his tile position (despite appearances) and affects enemies accordingly. And although Kyle doesn't move by pixels (yet), it's a definite improvement.
A common complaint of the play-testers was that they couldn't tell when Kyle was being hit. The resulting fix has been both hilarious and appropriate.
Say, since this is a fundamentally different game than it's previous incarnation in the slime salad game listing, should it have its own page, or should I stick with the older one?
misterj wrote:
Is anyone planning a themed contest for this June like last year? DB did the "8-bit" contest that I found fun and was just curious. I don't really have the time to make a big project anymore but I would really like to get some OHR stuff done this summer. Or after finals or something.
I guess this is off-topic but the TGC talk got me curious.
I guess this is off-topic but the TGC talk got me curious.
This would be quite fun, and should continue. The 8 bit entries were amazing, considering their graphic limitations.
To friends long gone, and those I've yet to meet - thank you.
Seems I had never played the older version of this game. I thought you were talking about the other timestream game.
Yea this is just an update. Leave the older file on there if you feel the need i guess. Though, it's really just a crappy version of this new one.
It's the same game though? Same graphics, just one with a different gameplay engine. I don't see how that could justify a whole nother game spot. I mean, you should show all 3 incarnations of the game on the same page so everyone could see it's progression. Instead of releasing 3 seperate game pages.
People could play the Zelda style and be like, man this is great. Then look at the same place they found the game to find the 8-bit version and the 24 bit version. Keeps them all organized and together.
People could play the Zelda style and be like, man this is great. Then look at the same place they found the game to find the 8-bit version and the 24 bit version. Keeps them all organized and together.
RedMaverickZero wrote:
It's the same game though? Same graphics, just one with a different gameplay engine. I don't see how that could justify a whole nother game spot. I mean, you should show all 3 incarnations of the game on the same page so everyone could see it's progression. Instead of releasing 3 seperate game pages.
I should do this then.
Also, you cannot CONCEIVE of the horror of the 3rd boss fight.
To friends long gone, and those I've yet to meet - thank you.
UUUUUUUUUUUUUGGGGGGGHHH.
I still need to draw two more images and a title screen, but getting the basic mechanics down is turning out rougher than I thought. Once I got refreshed on how this whole thing works I've been running into troubles with for loops not working how they should and now the fake one I made with a while loop is freezing the whole thing.
Anyone want to take a look at what I've got and see what I'm doing wrong, if it isn't just an engine issue? Mogri? James?
I still need to draw two more images and a title screen, but getting the basic mechanics down is turning out rougher than I thought. Once I got refreshed on how this whole thing works I've been running into troubles with for loops not working how they should and now the fake one I made with a while loop is freezing the whole thing.
Anyone want to take a look at what I've got and see what I'm doing wrong, if it isn't just an engine issue? Mogri? James?
We were discussing it on CP, and then...
Why don't you PM me the relevant parts of the script?
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Why don't you PM me the relevant parts of the script?
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks



