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1076011 Posts in 44157 Topics- by 36123 Members - Latest Member: gas13

December 30, 2014, 01:21:46 AM
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541  Player / Games / Re: Igneous! on: November 03, 2009, 06:20:55 AM
Meh slows down too much on my PC. Will wait till I get a new one.
542  Developer / Technical / Re: Unity3D Indie is now FREE on: October 31, 2009, 02:42:24 AM
holy shit
VVVVVV rewrite in Unity confirmed!
543  Player / General / Re: Roguelikes on: October 28, 2009, 01:22:56 PM
Who cares?




I like Legerdemain.
544  Community / Townhall / Re: Magnetis - arcade puzzler on: October 27, 2009, 11:50:14 PM
Looks nice. Reminds me kinda of Lumines.
545  Community / Townhall / Re: "AOOFAD/Au Sable" Now Done! on: October 27, 2009, 01:09:44 PM
psst, the spolier tips in the readme have a clue for people struggling w/ aiming.   Evil
Aah, good to know it was on purpose.  Tongue
546  Player / General / Re: Roguelikes on: October 27, 2009, 01:07:35 PM
Why is DF always lumped together with Roguelikes? I mean sure it has ASCII "graphics" and lots of procedural shit, but the term "Roguelikes" literally means "games that are like Rogue" and DF's gameplay is VERY different from Rogue.
Well it does have the roguelike mode, eventhough that is not yet at the most enjoyable state.
547  Community / Townhall / Re: "AOOFAD/Au Sable" Now Done! on: October 27, 2009, 05:50:07 AM
Great game again. I liked AOOFAD's bleak environment more but I guess that is just personal preference. The shooting with the shotgun was kinda annoying. As long as you have the fast firing gun as in AOOFAD you don't have a problem to see where the gun ist pointing but with the slow firing rate of the shotgun it was really hard to remember where it was pointing or where the mouse cursor would be. A rectangle at the cursors position would be nice.
548  Community / Townhall / Re: Skullpogo - Out Now for iPhone/Touch! on: October 26, 2009, 11:42:46 AM
Yeah I would definitely try TouchArcade. They seem to be the major iPhone game review site.
549  Player / Games / Re: cute game! on: October 23, 2009, 07:05:43 AM
I really didn't have a problem with the jumping. Once you figure out that you need to jump first, then move it's really easy.

Doesn't the jumping mainly feel so unresponsive because you're used to jumping right before passing over an edge, which is very hard in a game with such a low resolution, as it's only 1-2 "pixels" big?
That would be easy to fix, just test for jump input before clearing the "standing on floor" flag or something.
It would still feel kinda weird as the character moves pretty quickly in relation to the world. But yes that would probably be a bit better.
550  Player / Games / Re: cute game! on: October 22, 2009, 04:45:18 AM
Saw this earlier and it was a really fascinating and worthwhile experience. Once the whole world was discovered it looked really beautiful. My favourite was the ice world which reminded me a lot of a snow globe, especially with the circular form.
551  Player / General / Re: Ok, I am definitely getting an Eigenharp now... on: October 21, 2009, 07:42:00 AM
This looks like it offers much greater real-time control over how individual notes sound than a keyboard would. (For example, I can't think of any keyboards that offer portamento control on a per-note basis.) I'm also sort of intrigued by the reed--is that used to control note velocity?
Yes it can be used for that. Point is that this is really easy to program anyway you want.
552  Player / General / Re: Ok, I am definitely getting an Eigenharp now... on: October 21, 2009, 06:03:33 AM
Cool stuff!
553  Developer / Technical / Re: C++ is frequently reviled both by those who never use it and by those who use it on: October 19, 2009, 12:58:11 PM
I'm talking about a language that is controlled by all game developers. Sure there are different approaches but you can also think of some things that everyone would agree to be benefitial in game development.

While I understand that it has its limits, is GML not this?

Yeah GML would be a language focused on game development but the resources have mainly been used to make it easy to use, not powerful and supportive for common game development problems. Also the limitations are way too great to be a industry standard.
554  Developer / Technical / Re: C++ is frequently reviled both by those who never use it and by those who use it on: October 19, 2009, 10:17:14 AM
It would be great if the game industry could start or fuel a programming language specifically tailored towards game programming.

That's a pretty damn bad idea. There is no "game industry", there is just a million of different game making approaches without real connections. Too many cooks spoil the broth; remember Microsoft?

There is a game industry and in most cases the approach to game making is very similar. Nowadays we have hundreds of engines which all do the same thing kinda similar with only minor differences.
What does Microsoft has to do with this? Microsoft pushes their language single-handedly onto the market with all their power. I'm talking about a language that is controlled by all game developers. Sure there are different approaches but you can also think of some things that everyone would agree to be benefitial in game development.

The benefit of such a language would be a much greater potential for collaboration.
555  Developer / Technical / Re: C++ is frequently reviled both by those who never use it and by those who use it on: October 19, 2009, 03:58:19 AM
There must be a reason all console + the majority of PC gaming uses C++, it is fast and scales well to large teams of programmers. I have nothing against any other language for hobby, web, business or scientific purposes - indeed it is fun to learn several - but nothing beats C++ in the games industry.
Well yeah it's fast, but I don't think it scales that well. Every company needs to limit the feature set they use to keep the codebase consistent and readable.
So you'd think that this was great for sharing code and one single game programming language that everyone agrees on but in reality every company has their own feature set and so it's really as if everyone programmed in a different language.

It would be great if the game industry could start or fuel a programming language specifically tailored towards game programming.
556  Developer / Technical / Re: A little help ? on: October 18, 2009, 07:48:53 AM
Then I'd say learn Actionscript or C# and start making stuff. Later on it is always good to have something to show but if you do not end up with a job that uses C++ you've wasted your time.
557  Developer / Technical / Re: A little help ? on: October 18, 2009, 06:48:13 AM
Actionscript would be a good stepping stone as it is all the rage in game development right now. C# is also a good choice if you don't want to make Flash games. I would recommend against C++ unless you plan to get into the mainstream programming industry.
558  Developer / Technical / Re: C++ is frequently reviled both by those who never use it and by those who use it on: October 17, 2009, 05:57:07 AM
Let's say it like this: if I had the chance to swap C++' place with a cleaner more streamlined language I totally would.
559  Player / General / Re: Independent Game Developers You Should Hate on: October 17, 2009, 05:33:51 AM
If you're trolling, you should at least get it right..
560  Player / Games / Re: Slashie.net's next xRL on: October 16, 2009, 08:30:33 AM
I haven't played the Pokemon Mystery Dungeon games, but I've played Mystery Dungeon: Shiren the Wanderer, the game they're based on, and it's definitely a graphical roguelike. From what I know of the Pokemon Mystery Dungeon games, they're the same thing with lower difficulty (no permadeath) and multiple dungeons.

Like I said, though, it's definitely possible to go in a completely different direction with a Pokemon roguelike.
Yep, I think the difference would be that those games are basically traditional roguelikes in the Pokemon world and Slashie would take the Pokemon concept and translate that.
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