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1075756 Posts in 44140 Topics- by 36111 Members - Latest Member: Uncle Scotty

December 29, 2014, 12:10:41 AM
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2081  Developer / Creative / Re: So what are you working on? on: October 07, 2010, 08:09:51 PM
It's very nice to see some fresh screens. The shopkeeper totally needs a little till or something though.
2082  Developer / Creative / Re: So what are you working on? on: October 07, 2010, 05:46:40 PM
Hey, looky that, a smart guy. Though I didn't have any red cellophane around so I just isolated the red channel.
2083  Developer / Technical / Re: The grumpy old programmer room on: October 07, 2010, 04:18:05 AM
Turns out forums are interesting and infuriating to code <_< it's fun in a frustrating way, I suppose, but then you realise it's just gone 1AM and get mad.
2084  Developer / Creative / Re: So what are you working on? on: October 07, 2010, 04:16:46 AM
Made some progress on getting a custom forum up. Totally unsure how it's going to work out though, early days Tongue
2085  Developer / Technical / Re: The happy programmer room on: October 06, 2010, 08:59:42 PM
It's not, I just don't have sql available at the moment and didn't want to let it get in the way.
2086  Feedback / DevLogs / Re: Prelude: A Side Scrollin' Zombie Fort Game on: October 06, 2010, 04:36:45 PM
Cheers Coffee I'm going to need a better way of showing something being unbalanced soon but I figured that it'd be easier to abstract the system (4 directional support) than try and do something like this in 3D. Glad you like the idea, and the (mostly unfinished) art.
2087  Developer / Technical / Re: The happy programmer room on: October 06, 2010, 02:02:42 PM
Good to hear you got it working, st33d!
Now my from-scratch blog system supports comments, all without sql. PHP is cool stuff, apparently.
2088  Feedback / DevLogs / Re: Prelude: A Side Scrollin' Zombie Fort Game on: October 06, 2010, 01:31:51 PM
There was a massive block on the game from the menu, but that's fixed now. Sorry for the delay on everything, I've been caught up in coding the blog and personal stuff yesterday.
2089  Developer / Creative / Re: Today I created... on: October 06, 2010, 05:15:19 AM
Finally got comments working too! Feels good, man.
I like the blinking title at the top, it's like a mix between a cel phone energy/reception bar and the DOS cursor.  Cute!
Cheers!
Wait... How are you going to do comments when you don't have SQL on your server?
If you don't want to pay you could set up an account on 000webhost.com. That was the one I used when I learned php. They're pretty good but the setup time is like 24 hours if i remember correctly. Other than that, I haven't had any other problems.
Eh, I might change hosts but for now 110mb hasn't been bad.
Comments are also flatfile dbs at the moment, like the blog. very simple file format and no compression or anything but I'm not fussed, the dbs shouldn't get larger than a few kb anyway. I might release the source after I clean it up a little and get a few other features in. Currently there are issues with a lack of newlines and whatnot in the comments, but I'm not that bothered, it does it's intended function well enough for the time being.
2090  Developer / Design / Re: emergent gameplay is a lie on: October 06, 2010, 01:03:18 AM
I like these kind of discussions but I don't think you're taking the right approach at all, bvanevery. Supershigi summed up my thoughts on your take almost entirely though. Rather than an interpret argument and aggression from everyone and try to counter it with more argument and aggression, it would be a lot more conducive to intelligent discussion if you'd simply discuss what you see as the issue. Vehemence is fine and fun. Aggressive vehemence is annoying.

What do you feel is lacking, the ability for a game to allow the player to tell a story, or for a game to do anything unintended, or for a sufficiently complex system to be made, or what? I'm not quite sure what we're discussing here, which is an issue.

Plant growth is kinda complicated, btw. I suppose it can be modelled simply, but the plant/chair analogy felt weak. Computing in the real world or in a simulated one, however, implies some form of emergence in my opinion. Obviously most of the time the people who made them have learned how so that they can make them, instead of inventing them in-game and then showing everyone this new awesome thing that can do things with numbers that they invented, but it's very likely not a directly coded for part of the simulation. The people had to manipulate the (relatively simple) system in a very complex way to get their complex result. I'd deem that a form of emergence.

Jesus, what a rant. Droop
2091  Developer / Creative / Re: Today I created... on: October 05, 2010, 09:28:28 PM
A working flatfile blog
So it's in pretty huge development and doesn't do anything fancy yet, but at least it works, and I can post stuff to it. Comment fields coming in a bit, I suppose. PHP is nice.

(this spawned from a lack of SQL on my current host's free plan. I'll pay for hosting soon, but it's fun to work around those kind of things anyway)
2092  Developer / Creative / Re: So what are you working on? on: October 05, 2010, 06:47:44 PM
Really nice work on the tiles, jwaap.
saimo: pig platformer? cool Smiley

I'm working on a flatfile blog system in PHP to learn the language. Seems fairly cooperative, for now.
2093  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: October 05, 2010, 06:40:43 PM
Jesus, everyone seems to think Minecraft is the only game that involves digging through tiles. I got annoyed for the same reason a few days ago, because 3 people have already compared Prelude to Minecraft. What gives? Like, I know it's (blindingly) popular and all but it's starting to feel like any game that involves dirt and the ability to dig it will be branded "like Minecraft".
2094  Feedback / Playtesting / Re: Miner Wars Development - now on sale at 70% discount on: October 05, 2010, 04:03:31 AM
How long will it be till you expect the price to start rising?
Also: typo on the downloads page: you have "Bencharking" instead of "Benchmarking".
2095  Feedback / DevLogs / Re: Prelude: A Side Scrollin' Zombie Fort Game on: October 05, 2010, 03:53:44 AM
UPDATE
2 new tiles added for you building enthusiasts, a wall piece and a roofing piece. Something weird is going on with the walls which I'll look into tomorrow before I go off and do other stuff, but for now don't try and hook them up to stuff sideways, they're not intended to work that way and it might cause bad things to happen.

There's also a -NO AMMO- indicator for those who were confused by the perpetual reload of doom.
2096  Feedback / DevLogs / Re: Prelude: A Side Scrollin' Zombie Fort Game on: October 05, 2010, 02:43:08 AM
Heh, I like you. Anyway, stomping bugs mostly tonight, but also adding some more building tiles for variety.
2097  Feedback / DevLogs / Re: Prelude: A Side Scrollin' Zombie Fort Game on: October 05, 2010, 01:40:40 AM
Considering that in the meadows of roses there are plants that pull people underground, I don't think the underground zeds will seem very far fetched. They'll definitely be more fungal, and possibly also more skeletal. Also, in the starting period of the apocalypse it'd likely be considered good practice to bury (or incinerate) infectious corpses to prevent further contamination. I think it's fairly plausible, considering the people involved haven't had time to study the parasite at all.
2098  Feedback / DevLogs / Re: The Salvage | Sci-fi artifact hunting via destructible terrain on: October 04, 2010, 10:13:11 PM
I agree. It's a really nice way to explore the terrain you can't see into yet, sweet idea.
Your coder's going to be unhappy with you, heh.
2099  Developer / Art / Re: Art on: October 04, 2010, 09:40:23 PM
Nice lighting, though it looks like it could be a little softer under the hair.


Nice to work with some stress stuff again.


Meh. ~45 mins before I got sick of it, it was a request. lighting unfinished and shyte, but whatever.
2100  Feedback / DevLogs / Re: Prelude: A Side Scrollin' Zombie Fort Game on: October 04, 2010, 02:21:45 PM
The lag is fixed for real now.
I too feel that some zombies should be buried. Its a concept that seems so logical, but isn't present in other zombie games.
I feel that most "zombie games" go in exactly the wrong direction with heaps of action and not much setting or creepiness. This doesn't have creepiness or setting either yet, but they're big players in the plan. Buried zombies sort of fits with the setting, though moreso with the caves than with straight dirt on top (the zombies need light for energy).
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