Be a Supporter!
Response to: Happy Madness Day! Posted September 22nd, 2014 in NG News

Happy Madness Day everyone! After 27 days of Kickstarter wearing on my mind and soul, I want to spend today just sitting back and watching cartoons. We've all earned it. So let's DIG IN

Response to: Madness: Project Nexus 2 Posted August 26th, 2014 in NG News

At 8/26/14 01:52 PM, KazirisDragon wrote: Matt. Mike. Goodluck.

Thank you. It's a great feeling to be represented by other people that believe in this project.

I hope folks know that we have no intention of profiting off of this Kickstarter. We're going to work on the game until the last dollar runs out, and after studying Kickstarter success rates and meticulously crafting an expense chart for the last two months, I know we can make this game with 100% certainty at the amount we're asking for. Anything extra, that just keeps us busy on more game modes to make it an even greater experience.

Response to: Madness: Project Nexus 2 Posted August 25th, 2014 in NG News

At 8/25/14 07:48 PM, Sheizenhammer wrote:

:this is going to be another example of style over substance.

I hope we can win you over before the end. We'll be breaking our backs to make it the best game we can, and if, when all is said and done, you still don't like it, I hope we can still be friends.

Response to: Madness: Project Nexus 2 Posted August 25th, 2014 in NG News

Thank you Tom.

Krinkels and I are gonna be as available as possible over the next month to talk to enthusiasts and curious backers about what the game will entail. Since our demo is a prototype and a lot of content will be improved or outright swapped before we're finished, we want to make sure everyone is perfectly clear on what the game is and is not going to be.

We want ever single backer to know exactly what this game is that they're funding, and we want to know exactly what they hope from it.

Wish us luck guys, it's gonna be a sleepless next month keeping updates going in a constant stream!

Response to: Jams, Collabs & Other Cool News! Posted August 18th, 2014 in NG News

At 8/18/14 02:42 PM, Luis wrote: Butzbo4president

also first post.

I'm gonna beat you up.

Also thanks for the Madness shirt, I am all done with it and ready to give it back to you sweaty.

Response to: Edd Gould, 1988-2012 Posted March 28th, 2012 in NG News

It's a funny sort of thing, how a guy with so much to lose so immediately could have found the kind of personal strength it takes to be kind-hearted, reasonable, and enjoyable to be around when surrounded by others regardless. And this wasn't rare for Edd, either. He didn't keep himself TO himself. Even while sick, he still stepped outside of that dark world and laughed anyway. That's character that I fear I will never know in myself.

I knew this man. What a terrible thing to happen to such a good person.

Response to: Let's play minecraft! Posted May 31st, 2011 in Video Games

At 5/31/11 08:06 PM, zooos wrote:
At 5/31/11 07:44 PM, The-Swain wrote: GUYS ITS A GREAT PRODUCT 100% MADE IN AMERICA
This has no significance and your obviously being sarcastic, unless your dumb.

Thanks for policing the forum we're all very proud of you. I'm one of the co-creators.

Response to: Let's play minecraft! Posted May 31st, 2011 in Video Games

GUYS ITS A GREAT PRODUCT 100% MADE IN AMERICA

Response to: Fancy Pants on PSN today XBLA 2moro Posted April 22nd, 2011 in NG News

A very good game, I'm gonna go whip Brad now at king of the hill

removeMovieClip problem in AS2 Posted January 7th, 2011 in Game Development

Not sure about this one.

trace(this);
removeMovieClip(this["player"]);
trace(this);

The first trace displays the movieclip instance fine. Then the removeMovieClip, which SHOULD be removing an instance of "player" inside of it. Second trace reveals that the parent has been deleted instead.

What the hell??

Response to: Winds of Change Posted December 13th, 2010 in NG News

So much for my next game idea, Clipart Pirate RPG.

Response to: Best of July 2010 Posted August 9th, 2010 in NG News

THANKS GUYS come to philly and I'll spend the prize on beer for you all <3 AND ME

Response to: where is the delete forum button Posted June 10th, 2010 in General

re-mod me plz i'll take it apart piece by piece

Response to: Don't post here if you want a ban. Posted May 13th, 2010 in General

At 5/13/10 10:25 AM, PsychoGoldfish wrote: Happy "you're a cougar now" day! I had this shipped in special just for you...

ITS WHAT I WANT FOR MY B-DAY

Response to: Happy Pico Day! Webcasting. Posted April 30th, 2010 in NG News

SWAIN ON THE WAY. See you cats there.

Response to: I am disappointed... Posted April 13th, 2010 in General

I am an evil person :(

Response to: The Ku Klux Klan... Posted March 14th, 2010 in General

At 3/14/10 04:06 PM, AmishAlice wrote: They say that the bible was meant only for whites, yet Jesus was born of Arabic ethnicity.

I think they say America is for whites, not the Bible.

Response to: "Ching Chong Beautiful"...say what? Posted January 15th, 2010 in General

You're really stupid.

Response to: Mastermind: World Conqueror 2 Posted January 7th, 2010 in General

At 1/6/10 12:54 AM, angryglacier wrote: Maybe for multiplayer you could allow everyone to make their own custom base allowing them to pick parts for it like the right side, middle, left side, emblem, etc...

I'm definitely going for not only customized bases and villains, but base building. You would actually assign room types to the empty rooms of your base, and you would be able to add floors to the layout to give each base more depth. Yeah, "each base"...I'm all about letting the player have more than one, too. Maybe a launching ground from Canada while remaining safe in Japan, where you conduct your research, and a testing ground for weapons in Africa, etc.

Response to: Mastermind: World Conqueror 2 Posted January 5th, 2010 in General

The thing about percentages is that they're not predictable. Just like having a baby gives you 50% chance toward either gender, that doesn't mean you'll have a girl right after a boy every time. It took my grandparents five children before they had a son (my father)...I wonder if they ever said "50 percent? BULLSHIT!" :D

At 1/5/10 06:42 AM, letiger wrote: Yes, but it seems so much more. Just about half of it.
Response to: Mastermind: World Conqueror 2 Posted January 5th, 2010 in General

I was talking with Glaiel not to long ago about the existing mission system, did anyone have any difficulty with it? The system of plotting and then executing missions? Would it be better if the game relied on a map system, where you click targets and select appropriate missions rather than a sort of drop down approach?

Response to: Mastermind: World Conqueror 2 Posted December 19th, 2009 in General

At 12/18/09 10:14 PM, McZero wrote: Something among the lines of vehicular combat. Or maybe air basses with jet troopers and helicopters and stuff.

I ought to do something like that, shouldn't I :(

Response to: Mastermind: World Conqueror 2 Posted December 18th, 2009 in General

At 12/18/09 02:33 PM, blazer133 wrote: Make it like an Rts type of game, Make it so your able to actually select your units in a selection box and be able to order them to move to a certain area.

I'm sure youv played C&C before right? Do something like that with selecting units.

And maybe have new types of unites or make it so you can individually equip each unit with a different type of gun

I don't really want to have it RTS-oriented, since it's not really that type of game and I want Minions to be able to make their own decisions in case the player decides NOT to oversee a mission or defense. But I do want players to be able to direct their units in some way. I'm thinking...a control point system, where units nearby will travel to that location at their soonest convenience. Multiple control points means minions will divide up their duties among all of them. That way, you could have the door to the bank guarded at the same time as having the vault targetted.

Response to: Mastermind: World Conqueror 2 Posted December 18th, 2009 in General

At 12/18/09 07:18 AM, Lost-Chances wrote: I think if you could level up your Patsies by sending them on missions, maybe unlock additional skills or it'll increase skills they already have.

If the game did have multiplayer, I would probably do away with Patsies in general. Instead, players could create plots and provide them for other players to do if they don't want the responsibility of doing it themselves. Then the other player would take a cut, and hopefully everyone walks away happy.

Response to: Mastermind: World Conqueror 2 Posted December 18th, 2009 in General

At 12/18/09 12:51 AM, Toukeman wrote: One thing I saw with the first is the lack of your troops weapon variety. I wanted some of them to carry railguns to deal with the aircraft, and others to have the flamethrowers to torch the infantry.

Theoretically, I want the game to be squad-based. So you don't manage individual minions, but clumps of five to ten at a time. That way you're assigning a group to the control room, training room, first floor defense, etc, and can individually assign weapons to the group as well. One squad could have pistols, another rocket launchers, etc.

THEORETICALLY. This is my goal.

Response to: Mastermind: World Conqueror 2 Posted December 17th, 2009 in General

At 12/17/09 11:02 PM, TheRadicalOne wrote: Now that I think about it, going on the offensive would of been a great addition to the game/series. In one we mostly sat around and babysat the base.

Agreed, I want players to be able to attack locations as well as defend locations...even if that location isn't your base. Such as businesses you own, etc. But most importantly, attacking, like all missions, should allow the player to personally manage it. Your minions may try to run a Steal from Bank mission on their own, but you should have the option to drop in and manage it yourself. Especially if you have multiple missions running at once.

At 12/17/09 11:18 PM, LeroyJ wrote: Not being able to kill your #2 got annoying, I was stuck with that sassy-bitch one for the rest of the game.

Definitely yes - I want players to always be able to sack their units.

At 12/17/09 11:09 PM, Luis wrote: Might totally be out of my league but being able to be on the side of mastermind or the good guys would be refreshing.

I was thinking of allowing players to either attack each other, or attack instances of each other in their own game (so if I attack you, we both get to fight separate battles vs each others minions, and thus we could both theoretically win OR lose totally independently). It's not true multiplayer but it's better than not at all. PLUS, if Goldfish has a way of doing it, I could potentially run a game expansion that allows you to fight player supervillains as the good guys. But...only if there is a non-boring way to do it!

Mastermind: World Conqueror 2 Posted December 17th, 2009 in General

(Here's the prequel, for those who need context)

I'm starting to put the sequel into concept phase. I don't wanna get a single thing coded until I've run through some of you guys' suggestions, based on what you guys thought about the original.

Things to keep in mind when making suggestions:
* Don't worry about story. You just let ol' Swain decide what Mastermind is up to THIS time.
* Don't worry about the bugs. This one will be perfect. TRUST ME.

Kinds of questions to answer:
What did you guys have the most fun with in the original?
What pissed you off or ruined your experience?
Were any features too confusing? If so, what was most difficult to use?
How was the gameplay difficulty? Was it too easy? Or was that ok?
How long did it take you to beat the game? Was that too much or too little time?

And finally guys, FEATURES! Give me cool ideas! Let's talk about all the neat crap that you wished you could have done in the original! I want to make sure this next one is SPECTACULAR! Some features I hope to include might be...
* Multiple Missions
* Run missions yourself - no more success percentages!
* Actual locations for bases, businesses, and enemies on the world map
* MULTIPLAYER
* Base modification and upgrading
* Custom minions and supervillain!

Ready go

Mastermind: World Conqueror 2

Response to: Flash animations Posted November 25th, 2009 in Game Development

Learn by doing, and do by imitating. Find artists you enjoy, and imitate! They didn't learn how to create awesome people or backdrops because they made it up. All artists borrow, especially from each other.

Response to: Newgrounds in PC Gamer Posted November 16th, 2009 in General

This is very exciting, thanks for taking the initiative to post this, LR! I guess now is a great time to stop distributing malware from my website (or so Google accuses me)

Response to: 2009 Midyear Bbs Awards: Nomination Posted July 28th, 2009 in General

I'm not the worst moderator, I'm just the least active. Name a time I locked a good topic, banned an innocent poster, or spammed a topic and got away with it because of my aura.

MAYBE I'LL JUST LOCK THIS INSTEAD