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1075987 Posts in 44155 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 10:19:13 PM
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341  Developer / Technical / Re: meaningful/intuitive keywords for programming language on: September 28, 2011, 09:09:24 PM
First off I would just stick with break and continue.  If was redoing everything I would use next instead of continue but as it is if I was in a scripting language that switched it I would always accidently use continue.

Second the whole with/other thing sounds really cool but I'm a bit confused by it.  Could someone tell me if my understanding is correct?

with(obj_bullets)    <-- this loops through making setting "this" to every single object of type bullet
 if (point_distance(x, y, other.x, other.y) < 100) <--  x, y here refer to this.x, this.y the current object gotten by with and other.x and other.y refer to all the other instances of type bullet?
  instance_destroy(); <-- instance is referring to "this" the current object gotten by with.

In other words is it really a double loop?  With the outer loop going through all the bullets and then when you use other it goes through all the bullets again?
342  Developer / Technical / Re: If I wanted to develop a mobile game. What platforms could I target together? on: September 27, 2011, 08:36:26 PM
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C# is a feature-rich language, but C++ has it beat.

At first I read this as C++ is a beast and I was like yeah that's true, C++ is a beast.

But yeah C++ is huge and can do a ridiculous amount of stuff...  I don't know any C# but I can't really imagine it having more features then C++
343  Player / Games / Re: Retro console replacement advice on: September 27, 2011, 10:55:30 AM
I have a double system which is SNES + NES.  The controllers broke after about a year but it takes normal SNES controllers so that was an easy fix.  Overall its always worked for me but like Richard said some games don't work so well ( None that I have encountered though).
344  Developer / Technical / Re: Fixed TimeStep vs Interpolated Fixed TimeStep vs Variable TimeStep on: September 27, 2011, 10:48:54 AM
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  How many "games" out there are fully written in C/C++ with no scripting?  Quake had scripting, the original DeusEx was mostly written in unreal script (and I doubt those were compiled to something relatively fast that got JITed)

Yeah I guess I didn't really mean only C/C++ I more just meant a compiled native language.  You could probably use OCaml or something if you really wanted to.

Also scripting is great but I wouldn't say that the game is "written" in the scripting language. 

As for doing it in unity.  Maybe it can be done but it seems really difficult.  For a fighting/rhythm game you would want single frame duration events (ie. parring in SFIII or something like that) which just seems really hard to do with something that's not as high level as unity.
345  Developer / Technical / Re: Flixel vs Flashpunk on: September 27, 2011, 10:38:52 AM
Does anyone else not notice framerate until it gets to be about 10 fps?  I can never really tell as long as the game doesn't slow down a ton.
346  Community / Competitions / Re: YMTR Competition [Part 1] on: September 26, 2011, 10:27:09 PM
Oh I know I have to obey them all. 

The color one I was merely saying I liked it as an idea.

The rhyme one I was saying I would follow because it appears that it's not going to make the main list so I just wanted to say that I would probably follow it anyway. Smiley
347  Community / Competitions / Re: YMTR Competition [Part 1] on: September 26, 2011, 09:58:44 PM
this sounds fun.  I'll probably be in during the game making part with a short 1 or 2 day project.  That said.

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You must use a preset pallete from colourlovers.com?...
This or something else with color sounds fun

and I'll probably try this also...
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all dialogue and text must rhyme (plus points for bad rhymes
as I'm a fan of rhymes Smiley
348  Developer / Technical / Re: Fixed TimeStep vs Interpolated Fixed TimeStep vs Variable TimeStep on: September 26, 2011, 09:31:45 PM
for a competitive fighting or rhythm game I'd say you pretty much have to go with C or C++.  You could probably get away with java + slick also. 

Not to say you can't make an in browser fighter/rhythm game, just that they will lean more towards the casual.
349  Developer / Design / Re: Stealth Design Concepts. How would you break the mold? on: September 26, 2011, 12:42:06 PM
it's not exactly stealth but I think the mechanic would work well in a stealth game.

Pac Man Vs.

Pac man looks at his screen (separate from all others it's on a gameboy) and can see the whole level while the three ghosts contolling him look at the main screen on the tv.  Pac mans screen shows the whole level while the ghosts screen only shows a small area around each ghost.  The ghosts have to work together to figure out where pacman is and then all converge on him.
350  Developer / Technical / Re: Flixel vs Flashpunk on: September 26, 2011, 11:30:46 AM
Yeah I use just as3 because I'm pretty fast with it and I like the way I do things atm.

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Sorry, I should have clarified that - the iOS export is slower. It's optimised for movieclips not blitting.

The bottleneck on iOS in fact seems to be memory related as well. The more you have in memory (and blitting is highly memory intensive) the slower it runs.

Huh this is interesting.  I only have an android to test on and blitting is much faster on that so I thought that would be the case on ios to.  I didn't realise that in that case movieclips would be faster.  Thanks.
351  Developer / Technical / Re: Flixel vs Flashpunk on: September 25, 2011, 08:07:05 PM
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I don't know about flashpunk, but flixel heavily relies on bitmap blitting. This works great on PC with powerful processor, but for those with weak processor(like mobiles) it can hurt the performance(frame rate) badly.

At least as far as flash is concerned bitmap bitting is the fastest your going to get.  it's considerably faster then flashes vector renderer.
352  Player / Games / Re: cloning games; minecraft; and terrible people on: September 25, 2011, 06:40:53 PM
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i just hope i don't go down in history as 'the guy who named minecraft' with my own games being forgotten

I had no idea you named minecraft until a couple of minutes ago but I have been familiar with your games (immortal defense mostly) for a couple of years. Smiley
353  Developer / Workshop / Dustin draws to try to get better on: September 25, 2011, 01:10:33 PM
So I'd really like to become better at drawing.  For the past year or so I've been making flash games for a living and doing all the art myself.  I've never thought of myself as any good at art really but I can see myself improving and that made me think that maybe I could be ok.  So after browsing the boards it seems like people think drawing  tons of poses is the way to go regardless of what style you are going for eventually.  So that's what I'm doing.  This is the first 100 poses I've done.  I plan to do a lot more but I wanted peoples advice on these first 100 to see if theres anything I should work on in specific for the next set.  

So here are all 100 as a .swf file.  The file is ~350kb so it's not to big and they play at 1 drawing a second so it'll take a minute and half or so to see them all.  Almost all the drawings were 1 minute poses on posemaniacs or pixelovely.  There are 3 or so that were more like 5 minute poses but those should be easy to spot.  

http://www.swfcabin.com/open/1316981057

any comments are appreciated but here are a couple things I'm not sure about...

1.  How much should I be doing outlining the insides first.  I started out drawing the spine/shoulders/hips first but then I could never finish so for the later ones I would just dive straight in.  When I took more times it was helpful to outline the spine first but I'm not sure if I should be trying to do it for the 1 minute poses.

2.  How long should my lines be.  I started out really scratchy then moved to only a couple strokes then went to more strokes so that every line was more of what I thought of as 1 curve. This also meant I was moving faster which seemed like a good thing.

Thanks Smiley
354  Community / Townhall / Re: Stardash - gameboy style platforming on: September 14, 2011, 12:42:23 PM
Also, glad it'll be on android to
355  Player / General / Re: Awkwardness on: September 13, 2011, 08:42:23 PM
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What's your opinions on people paying in quarters? I personally carry a canister of change on me, since it comes in handy a lot. I've heard some people really don't like it, though.

I loved it when I worked at a coffee shop.  In fact I started to do it for people.  Any time anyone left some extra change there (in the little leave a penny thing)I would commandeer it so that whenever anyones total came out to be $2.03 or something I would just say 2$ and grab 3 cents from my secret stash.  It later got more complicated/not as legal with me marking people's order as to go/for here depending on which option would allow me to element change easier (to go has no tax for here does have tax).

Now for the awkward part (so as to stay on topic).  A bit into this some guy came in who I didn't know was a regular but he knew the menu really well.  When I told him it was $2 he started doing the math and was like no your wrong it's $2.03.  I tried to explain what I was doing but halfway through saying it out loud it sounded so weird I was just like... yep your right $2.03.
356  Community / Jams & Events / Re: East Bay Game Jam 1 on: September 12, 2011, 06:16:11 PM
All right cool.

I just wasn't sure if it was either...
a.  everyone starts and then trys to finish a game in those 9 hours
b.  people work together on something in some way

But it sounds more fun/informal then that.  Thanks!
357  Community / Jams & Events / Re: East Bay Game Jam 1 on: September 12, 2011, 05:00:29 PM
Hey I've never been to one of these before but I live on the berkley/oakland border so I might be able to come.  Would someone mind explaining what happens a bit more?

My guess is I bring my computer+tablet and we all code on our own separate things for 9 hours together in an attempt to all making something cool?
358  Developer / Business / Re: What does your physical workspace look like? on: September 05, 2011, 06:32:00 PM
Looking at these I wonder does no one else just use a laptop and sit at either their couch or in their bed with the laptop on their lap when they program/draw?

Thats been my setup for a long time and I code/draw poorly flash from it full time...
359  Developer / Business / Re: Why experienced game developers goes indie? on: August 30, 2011, 01:04:21 PM
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I'm not saying that quality of life doesn't matter. But I've heard just as many stories of harsh living from the indie crowd as I have from the mainstream employees. Going full-time indie is more often than not just as grueling as working in a big studio. The pay is either much lower, or non-existent. It is often a bohemian existence, another form of being a starving artist.

I don't really consider the games I make "indie" games, but from a business standpoint I guess I would be full time indie (I make flash games for a living by myself and sell them to portals).  With that in mind I have to say I...

1.  Do not work long hours (I work less then 40 hours a week for sure, I do work weird hours though)
2.  Am not starving (I love to cook and pretty much only eat organic food so yeah... I am vegetarian though which cuts down on costs I guess and since I like to cook I don't eat out much)
3.  I don't spend a lot of money other then food but I don't feel this huts my quality of life at all.
4.  I live in the bay area so it'd be even easier to do in a cheaper place.
5.  I have no financial support except for making games (I did start with some savings but I'm still pretty much even on that account after 8 months or so)

I do sometimes worry about money but so far it's always been just me worrying needlessly.  I love getting to do all the different things that need to be done to make games and I love it when I release a game and get to see that millions of people have played it.  It's an amazing feeling.  That said my games are very "casual" and I can see some people not wanting to make them but for me it's more just doing it on my own and less about how "indie" the games are.
360  Developer / Design / Re: Mobile + Arcade on: August 22, 2011, 11:46:04 PM
I love my local arcade.  It would suck not to have one.  I have one in my hometown (Mountain View) and also one in the only other place I've lived for a long time (Santa Cruz) so yeah...
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