Aegis

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Everything posted by Aegis

  1. Hey, I'm Andrew. I've been making games for 7 years now and have experience on the programming and art side of things. I can do art for all aspects of the game - characters, backgrounds, GUI, logo, promo material or any other specific asset you may need. I can also do a range of art-styles to match your game's theme and design brief. I work at £13 per hour but can work at a fixed price too if you have an asset list. I'm a fast worker and good with deadlines and will do a few test assets for you before you commit to me so you know what direction I'm going in. Below is a collection of my art, If you have any inquires or want to see more examples you can message me on here or email me at andrewtidey@hotmail.com and I'll get back to you soon 😉 One of my games RabbitShark: Some free assets I made: And the logos from some of my games: Thanks for looking!
  2. Hi guys, so I've been asked to integrate this API But I have no idea how to go about this in Game Maker: Studio. Is it possible? If someone with experience in Game Maker could help me that would be fantastic. If you need more information then feel free to ask. Again, it's much appreciated!
  3. Wow! Thank you so much! The article and example code really helped me understand the logic behind it. I'm implementing it in my upcoming game right now. Thanks again and good luck in your future endeavours
  4. Very addictive and a cool concept! P.S maybe change the title to something more catchy like... puncher plane/airballoon assault...etc
  5. I had a lot of fun playing. Great game! I was just wondering about the method you use to scale your games to fit all different screen sizes. It works incredibly well. I was interesting in implementing it in my games. If you could elaborate on it, that would be amazing. Thanks!
  6. Looks like a great game. I'd recommend changing the logo though, since it doesn't really show off the awesome game you guys have made.
  7. The gameplay was really fun. I thought it was way to easy to get everything though. Don't know if that was the purpose. Had a lot of fun playing. Good luck!
  8. You know you could just post a new reply to your first topic, instead of making a new topic for each gamekit.
  9. Really nice. Did you do the art for Battle Fish? Also isn't that last image Fruit Ninja?
  10. Flappy Bird is click while this is constant touch, gravity is obvious, as it's a flying game and continuous scrolling is the only way to make an endless side scroller game. Do I even need to mention avoiding objects. I mean avoiding objects are in at least 20-30% of all games nowadays. All the things you listed have been done in a million games before Flappy Bird was made. Just because it went viral doesn't mean games which were being made way before Flappy Bird (What Dong Nguyen based his game off) are now "flappy-style" games.
  11. It annoys me that any game which tries to be addicting is called a "flappy-style" game. It's really, really not. Can you even show one similarity to Flappy Bird to me. Nyan cat, maybe. Flappy Bird, no.
  12. Haha, thank you, my name's Alena but you don't have to.
  13. Nice! Should have been called Questmas though.
  14. Think I came across an error, while your money is going up to the amount you collected, if you buy things while it's doing this it doesn't charge you.
  15. I think it needs to be more clear how to get three stars without actually saying how to get three stars. It should just be obvious to the player that you need to complete it in a certain amount of time and get everyone to safety to get three stars. The first and third stars you've done a good job of implementing. Maybe you could implement something like this for the second: Instead of how many people you've saved out of how many you need to save, you have a percentage of how many people are left over the percentage you need to save to pass. At the start it will be at 100% obviously and as you lose people it will decrease. When it's at 100% a little gold star will be in the top right corner of the percentage to show that you'll get the third star. It's completed when all people are saved or dead. Whatever percentage you have at the end is then checked against the percentage needed to pass. Would this work?
  16. Nice little game. Love the graphics and music. Some grammar "fixes" (English isn't my first language but I've lived in Britain most of my life so hopefully I'll be able to give some advice) First text tutorial: Instead of "Help people cross the roads and not die." maybe replace it with: "Help people cross the roads without dying"Second text tutorial: Instead of "Tap or swipe humans to make them move forward." maybe use "Tap or swipe people to make them move forward." because "humans" sounds kind of weird but it's up to you. Third text tutorial: "To pass the level this number of people need to be saved."​Also it wasn't very clear how to get three stars. I just assumed you had to get everyone or nearly everyone to safety to get three stars. Good luck it's very nice game!
  17. Looks like a really cool game, but isn't the player sprite from Rpg Maker Vx Ace. I'm pretty sure your only allowed to use their sprites if you use their game engine.
  18. Hi there, I know this topic is a bit old, but are you still looking for an artist, because it sounds like an interesting project. Could you give more details though? Are you planning to pay the artist? Is it a long term project? Here's a sample of my artwork.
  19. I felt like the world should have been more alive. The flag on the tower should have been flapping in the wind, maybe birds or smoke rising up in the background. Just lots of little things which immerse the player more. The tutorials were good but felt a bit static as well. Maybe use tweens and other effects to make it more interesting. The graphics are brilliant and I like the idea behind the gameplay, but I think the way it was carried out was a bit weird feeling, I know it makes sense for the enemies to go in the direction you swipe, it just felt less enjoyable then if you swiped up and that was the enemy dead, opposed to having to add the right amount of speed and correct direction. I can see this game becoming a great game and certainly one I would play, it just needs more polish. Also these types of games always benefit from a bit of humor. Maybe add a storyboard (which has some wacky things in it) so the players know why the enemies are attacking the tower.
  20. Looks like a cool idea, but the actual game part of this seems really boring. You just put down an element and hope it's in the right place and that's all you do to finish the game. Their should be at least some skill involved, something which maybe relates to the story. I mean, why are you randomly putting elements down?
  21. Yeah, probably my internet security being an idiot. Just thought it was funny because Chinko apparently means penis. So either my security is insanely tight or it's complete rubbish. P.s Your games awesome, Love the graphics!
  22. I clicked on it and it said the website contained pornography and if I still wanted to enter it was at my own harm.
  23. Really don't like blatant clones and then there's the fact that your selling it. -1
  24. Thanks Rich, it's an honour to meet the developer of Phaser. So far Phaser has been a pleasure to work with. I'm planning on making a full game with it soon to get down the basics like menus, GUI, tweens etc... Which I'll post here for feedback. Do you have any suggestions for a type of project I could try and make that would help me learn some of Phaser's more useful features. Thanks
  25. I had a lot of fun playing it. Oddly addicting. I managed to get all the achievements rather easily and found the medium difficulty to be much easier then the easy difficulty though.