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2043
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Developer / Art / Re: show us some of your pixel work
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on: October 21, 2010, 07:51:55 PM
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That's what I'd call manually. Even in paint you can keep a masked set off to the side and just overlay them to test the appearance before making changes..
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2045
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Developer / Creative / Re: Today I created...
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on: October 21, 2010, 06:21:33 AM
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A procedural network that can make bad music and send signals around similar to a simplified brain. Just realised it's hit 3:20 AM, bed time, I'll put it online tomorrow. It was kind of fun to work on something non-gamey.
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2046
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Developer / Design / Re: do High Scores matter.
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on: October 21, 2010, 12:50:27 AM
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I think it's more a matter of level length than game length, and if the levels are immediately replayable and reward the user for replaying with more than just "YOU GOT MORE POINTS THIS TIME". Case and point: Metanet's N. The highscoring community are still doing cool things, it's latest version is from what, 2005?
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2048
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Developer / Creative / Re: So what are you working on?
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on: October 20, 2010, 06:39:05 PM
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Yeah, you usually need a dedicated, optimised bullet class for bullet hell games or shit gets laggy, especially on older machines. I remember reading quite a few articles just discussing how to optimise the list of bullet entries when a truly extreme number of particles was needed, years ago. Some of them did away with a bullet class altogether and just used a linked list of vectors, from memory. I imagine it wouldn't be very GM friendly, either way.
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2049
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Developer / Technical / Re: The happy programmer room
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on: October 19, 2010, 10:29:46 PM
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Nice, if I ever get back into c++ I hope I remember where I stored that.
Finally got around to hacking FlxTilemaps to have padding pixels, because I use them all the time but kept using silly workarounds like having every tile be a FlxSprite even when I only needed static tiles. Huzzah!
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2053
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Developer / Technical / Re: The happy programmer room
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on: October 18, 2010, 09:32:01 PM
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But when it caught me, unsuspectingly, while I was worrying about other stuff, it brought a huge smile to my face.
I fucking love these moments. AI coding is rewarding.
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2055
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Developer / Art / Re: Art
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on: October 18, 2010, 09:17:12 PM
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The pose seems awkward in the 3D version, Dan.  I should really stop wasting time in school. I did the figure and the pants, someone suggested adding liquor and a revolver. Lines are terrible because I was rushing, ~15 minutes.
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2058
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Feedback / Finished / Re: Fez
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on: October 18, 2010, 03:20:15 AM
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Plants, not planets.
Just realised I really like the climbing on the side of a vine-surface-cliff animation, good work guys.
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2059
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: October 18, 2010, 03:03:46 AM
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@mattfisher: only thing that bugs me is the jetpack sparks. They're coming out like a sheet, it's square at the bottom.  *gasp* Heavily WIP. The idea is to have an accessible editor and map interchange format, fairly simple gameplay and multiplayer (ew, flash networking). One thing I want to focus on making a game accessible to everyone, not just hardcore people. I'm making heavy intentional homage to N, Canabalt, and a bit of Megaman and Cortex Command. There are aspects of Arnes pixels showing through too (particularly the eyes). I'm keeping the sprites and game low colour so churning out content should be harder to get tied down in. However, I'll be working on this in tandem to Prelude if it happens. The dithering is just a test, but whatever. Rip it to bits, I want to polish this aesthetically while keeping with a NES-ish palette (the only non-NES colour is the dark grey at the moment (afaik, anyway)) before doing too much coding. Coding is too addictive -> time sink. tl;dr: I want to make a little shooter. Blog Post
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2060
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Feedback / Finished / Re: Fez
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on: October 17, 2010, 01:20:38 PM
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Yeah, tetris constellations ftw. The little plants are awesome too.
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