BlahBlahRatSheep wrote:
How the heck does those pro scratchers make their animations?! How long does it take? O.O Darn, this is so tough.
They make a couple of badly timed stick figures dance to overplayed pop-songs.
Offline
soupoftomato wrote:
BlahBlahRatSheep wrote:
How the heck does those pro scratchers make their animations?! How long does it take? O.O Darn, this is so tough.
They make a couple of badly timed stick figures dance to overplayed pop-songs.
lol xD
Offline
Offline
im working on an amv that might be too big and I've been working on it for MONTHS, because the lip synching and the instrument synching is hard. plus I still need to find a drummer sprite DX and here is the project. http://scratch.mit.edu/projects/XSpearPillarX/1637132
Last edited by XSpearPillarX (2011-03-20 19:23:15)
Offline
would you be willing to share your unfinished games anonymously?
what stops you from sharing them? could you label them as "unfinished"?
Offline
andresmh wrote:
would you be willing to share your unfinished games anonymously?
what stops you from sharing them? could you label them as "unfinished"?
hmm interesting ideas
i'm not entirely sure how to answer the first question, since it gets into the aspect of getting credit for things
as for the second question, i've actually shared several unfinished projects for little to no reason other than to show people what i've worked on and what they might be able to expect. there's actually a project i have on my test account called "Unfinished Clerkenwell" that i never got around to finishing because oh jegus the lip syncing got out of hand
as for what i define as being unfinished, for games i usually think of what i want it to be like at the beginning, and through developing and whatnot the final outcome might change but pretty much until everything is implemented and working its unfinished
animations are easier to explain. i think up an idea for an animation and draw it. once its done i watch it through to check for glaring errors to fix. sometimes its done once i finish all the drawings but i like to only call it done once all the little things are fixed too.
as for what i'm working on
i'm waiting for a friend to return my tablet so i can start drawing up frames for another dance-themed animation (but longer)
and i've also been working on (for quite some time) a port of Milk Run into a Flash-based language which i'm new to, so i thought creating a game that i've already made once would be easier than trying to come up with a whole new concept, especially when i don't have much experience with how it works
of course i doubt many people will read that, and with my luck when i click the submit button i'll get an error and have to start all over again

Offline
My longest project took 4 hours in a row

Offline
My longest project, Bieber Stadium, took upwards of 20 hours
Even though it's built on RHY's platformer base
Offline
08jackt wrote:
im always working on a ton of games at once.
that way it looks like im a fast programmed when really it can take me ages.
(i'm really lazy and have a really low attention span)
Sounds familiar. Sounds like me
Offline
I'm currently doing a game called Pacman:Revenge
The game plays an intro animation, showing pacman dying several times due to the ghosts, then showing him buying things at a gun shop. Afterwords, it switches to the title screen.
Gameplay consists of Pacman killing ghosts using his newfound weapons. He starts with a Combat Knife. In that tutorial level, this is basically like being on perma-power pill mode, but after that there's another animation showing the ghosts buying weapons to fight back. Then there's levels where you have to kill ghosts, and level up to get more weapons.
If you kill all the ghosts at once with the Sniper Rifle, you get the 1 Shot, 4 Kills achievement, and unlock the Hadouken weapon, which makes ghosts explode. If the pieces touch another ghost, that ghost explodes as well.
If you kill all the ghosts with a melee weapon without them seeing you, you get the Ninja Ghostbuster achievement, and unlock the Falcon Punch, which allows you to kill one ghost per level. The target can be anywhere on the map, so it's risk free.
If you win the game, you unlock an invisible button on the title screen. Click that to go to the bonus level, which consists of 50 ghosts running around at top speed, and you only have a Katana. If you win, you unlock the I Wanna Be The Pacman achievement, and unlock the Enemy Controller weapon.
Since you beat all the levels, I decided to make Enemy Controller overpowered. It allows you to control any enemies by dragging them with the mouse. In all the levels, there's a seemingly obsolete middle cage. Traditionally, it's where the ghosts spawn, but it's actually a place for you to drag enemies.
Offline