Horribly Violent Ragdoll Killing Game in Progress
Started by: axcho | Replies: 1,254 | Views: 118,191
Jun 23, 2009 11:35 PM #446692
Yeah, that's true. Impaling the ragdoll would be more than satisfactory, so impaling the wall as well would just be a bonus.
Jun 24, 2009 6:06 AM #446859
Impaling would be cool. I'll find a way to do it. It's all these little things that make it more or less impossible to rely on an existing engine like Box2D or APE. *sigh* Ah well, this stuff is fun anyway. It just takes a while. ;)
All right, Engine Prototype 02 is out. With a sword. Give it a try. :)
I've also posted it here, on the Dejeweled Development Blog.
Have fun.
All right, Engine Prototype 02 is out. With a sword. Give it a try. :)
I've also posted it here, on the Dejeweled Development Blog.
Have fun.
Jun 28, 2009 10:57 PM #450112
Quote from *jynx*this reminds me of a game. where this guy is ur friend but u can hurt him and place bombs everywhere and he goes flying around.
btw good idea
Um, I think its called... interactive buddy. Hope that helped. Well... answered your question, thing.:Bricked:
Jun 29, 2009 2:35 AM #450225
That prototype is fun. I like using the sword as leverage to jump way up high.
Jun 29, 2009 6:29 AM #450361
Cool. I just tried Dynamic Systems, which is another physics-based contraption game. Very puzzle-y and similar to Armadillo Run though, not much like Dejeweled at all.
Jun 29, 2009 7:02 AM #450376
It just occured to me that a game with this engine, which would have you fight off other ragdolls with either kicks or using your sword, would be epicly fun.
Jun 29, 2009 11:23 PM #450809
amen!!!!!!!!!!!!!!!!!!!!
Jun 30, 2009 5:38 AM #450967
Quote from DevourIt just occured to me that a game with this engine, which would have you fight off other ragdolls with either kicks or using your sword, would be epicly fun.
Indeed. I'd like to make that game too. :)
Jun 30, 2009 5:56 AM #450974
That would be great, actually. You'd be able to set damage, injuries and collisions onto your engine in order to make the fighting game.
Jul 7, 2009 5:31 AM #454817
Quote from DevourThat would be great, actually. You'd be able to set damage, injuries and collisions onto your engine in order to make the fighting game.
injuries would be like next gen flash ragdoll awesomeness, but it would be very advanced, just think, broken bones, organs, and other crap in your body in a flash game
Jul 7, 2009 5:35 AM #454818
Maybe, after the end of each level or whatever, you can have a screen where it shows how many broken bones, sprains, scrapes, ect.
Jul 7, 2009 7:08 AM #454828
Quote from FloodMaybe, after the end of each level or whatever, you can have a screen where it shows how many broken bones, sprains, scrapes, ect.
I see, like hall of meat in skate 2 pretty much
Jul 7, 2009 12:55 PM #454895
Jul 7, 2009 4:31 PM #454962
Quote from pheonixslayer21I see, like hall of meat in skate 2 pretty much
What.
I've never played skate 2.
Jul 8, 2009 4:12 AM #455283
Thinking about how I might apply subtractive design to Dejeweled...
Any thoughts? It's easy to add features and game modes, but what could be removed from the concept?
Any thoughts? It's easy to add features and game modes, but what could be removed from the concept?
