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1076040 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 04:05:46 AM
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2041  Feedback / Finished / Re: Fez on: October 22, 2010, 04:22:27 PM
The bonsai and coffee cup are nice touches.
2042  Developer / Creative / Re: So what are you working on? on: October 22, 2010, 02:27:23 PM
An Experiment involving binary networks.
How to make stuff happen is explained on the page, enjoy.

EDIT: Whoops, broken link.
2043  Developer / Art / Re: show us some of your pixel work on: October 21, 2010, 07:51:55 PM
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..
2044  Developer / Art / Re: show us some of your pixel work on: October 21, 2010, 07:18:36 PM
Scanlines aren't hard to do manually..
2045  Developer / Creative / Re: Today I created... on: October 21, 2010, 06:21:33 AM
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.
2046  Developer / Design / Re: do High Scores matter. on: October 21, 2010, 12:50:27 AM
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?
2047  Developer / Design / Re: Level Design Workshop - #3 Structural Atmosphere on: October 20, 2010, 11:09:35 PM
Spelunky works under wine, so 32bit linux users could be included. Something like N would probably be more suitable though.. I'm unsure.
2048  Developer / Creative / Re: So what are you working on? on: October 20, 2010, 06:39:05 PM
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.
2049  Developer / Technical / Re: The happy programmer room on: October 19, 2010, 10:29:46 PM
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!
2050  Developer / Creative / Re: So what are you working on? on: October 19, 2010, 07:57:35 PM
@dsilvers: It seems quite flat. Add shading, perhaps?
2051  Developer / Art / Re: Art on: October 19, 2010, 12:26:53 PM
I think you mean "Damn fine".
2052  Developer / Art / Re: Creative commons rocks/grass tile set on: October 19, 2010, 03:14:01 AM
http://creativecommons.org/licenses/by-nc-sa/3.0/
It's in the OP, but may as well link it here than send you to play a game of "find the link".
2053  Developer / Technical / Re: The happy programmer room on: October 18, 2010, 09:32:01 PM
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.
2054  Developer / Art / Re: show us some of your pixel work on: October 18, 2010, 09:21:38 PM
Goddamn the Protomen are awesome. The sky bothers me a little in that image though, seems kinda WIP..
2055  Developer / Art / Re: Art on: October 18, 2010, 09:17:12 PM
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.
2056  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: October 18, 2010, 09:07:48 PM
Thanks guys Coffee Thanks for the quick upscale, Paint by Numbers.
Hopefully I can deliver a prototype as I have a short break from Prelude, it'll be nice to work on something a little arcade-y.
2057  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: October 18, 2010, 10:52:58 AM
Indeed, I should've. I'm on the run now, I'll post a 4x (in-game-scale) version in a bit if I get the chance, but I'm on the move at the moment..
2058  Feedback / Finished / Re: Fez on: October 18, 2010, 03:20:15 AM
Plants, not planets.

Just realised I really like the climbing on the side of a vine-surface-cliff animation, good work guys.
2059  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: October 18, 2010, 03:03:46 AM
@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
2060  Feedback / Finished / Re: Fez on: October 17, 2010, 01:20:38 PM
Yeah, tetris constellations ftw. The little plants are awesome too.
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