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2101
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Developer / Tutorials / Re: Basic Game Tutorial for Flixel
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on: December 08, 2009, 05:42:01 PM
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I had a go at starting this tutorial last night with a view to trying Flixel for the second half of Assemblee, and... well, it seems a bit out of date, to say the least. There's commentary on the end of the thread on the Flixel forums to that effect, helping out with some of the problems, but they're still detracting from the utility of the tutorial quite a bit. At the really simple end, it seems the Flixel namespace has changed; more frustratingly, the one that confused me for a while was the existence of a 'Preloader.as' in the project, which apparently used to be bundled with Flixel... I presumed they'd started an "AS3 Project with Preloader" instead of an "AS3 Project" at the beginning despite what they'd said, and spent a while trying to work out what to change in the template preloader to make it run the Flixel one.
So yeah - while reading through the tutorial a couple of weeks ago encouraged me to try and learn AS3 and Flixel, and none of the problems encountered are insurmountable for someone who's willing to dig into various things they haven't been told about to find potential problems, I wouldn't recommend it to someone who was new to programming in general since it hasn't been maintained, and that renders all the general programming tips throughout it frustrating instead of useful.
Look at the date it was posted.  I totally misinterpreted what you meant as dated, sorry. The namespace thing is just file structure, you put in wherever flixel is in your project tree. It would've helped if they mentioned that in the beginning, but I don't think it hurts too much. Same thing basically goes for the non-standard preloader.
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2102
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Developer / Tutorials / Re: Basic Game Tutorial for Flixel
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on: December 07, 2009, 09:00:21 PM
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I found this tutorial on my own, and I'm still working through it. I'm kind of taking it slow and doing a lot of my own thing. Ah yeah, lots of typos and declusions.  But hey, they've helped me learn Flash all the better.
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2103
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Developer / Art / Re: show us some of your pixel work
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on: December 07, 2009, 08:52:45 PM
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I'm more than willing to code for this!  Flash with Flixel sound good? C++ with SFML is also an option, but you lose a lot of development time and ease of cross-platform. I don't think we'd need the speed.
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2104
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Developer / Design / Re: The Cutscene-less Game
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on: December 07, 2009, 08:50:20 PM
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The reason I made the point specifically about Fable is that the project manager, Peter Molyneux, specifically stressed at how dynamic the character-to-character interactions were, including those of cutscenes.
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2105
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Developer / Design / Re: The Cutscene-less Game
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on: December 07, 2009, 03:30:17 PM
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All of the important events were cutscenes, anyway.
You only still had control in the less important moments. In the less important moments, your mobility was usually slowed to a walk and could not use your weapons or abilities, as I recall. Basically, you could just walk around while someone was talking to you.
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2108
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Community / Assemblee: Part 2 / Arcade
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on: December 06, 2009, 11:10:16 PM
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Since I can't decide on any single idea, I'm going to make one game that features several small games.
Name subject to change, but probably won't.
Feel free to suggest game ideas. Keep in mind the resources available. Using Flash + Flixel.
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2110
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Developer / Creative / Re: Today I created...
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on: December 06, 2009, 10:19:54 PM
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Should make Santa-esque hat saying "I'm too Indie for YOUR Christmas" on the band. I would buy one~!  [EDIT] Even better. Do a 30 bomb of awesome frags.
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2112
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Developer / Art / Re: How do you decide your art style?
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on: December 06, 2009, 07:47:54 PM
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I say either... Experiment, think of a style that reflects the emotions, feelings, and mood you want the player to experience, or just use your personal favorite and work from there.
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2116
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Developer / Art / Re: Tigsource draws Christmas Girls!
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on: December 06, 2009, 03:18:02 PM
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Okay guys, here's what I did. Not TOTALLY christmas-y, but it's red and has fur. I did like 4 iterations of this girl, and redrew basically every line at least four times.  Oh well, it was fun and it looks like I'm getting better.   @dbb I like the loose style you used, and that gesture is awesome. 
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2117
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Player / General / Re: A Possible Solution to Game Piracy?
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on: December 06, 2009, 02:43:16 PM
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Really? I was under the impression that there are lots of movies that were 4+ years in the making.  Those would be the huge blockbuster hits, one that comes to mind is Avatar.(recently hit theatres, I believe) Huge blockbuster games take about a year and a half at maximum(with a few titles that are 'omfgrofllolololol 8 yrs to maek'), I would say. Those being games like Halo 3 and MW2. I never thought about pricing, it's a really great point. And I find that I can usually get more enjoyment, or just as much, from a less expensive game as opposed to a more expensive one. It is ridiculous that games cost so much, but hey, that's one more reason to support the Indies. 
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2118
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Developer / Design / Re: The Cutscene-less Game
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on: December 06, 2009, 01:37:19 PM
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Omfg, someone combine this idea with the zelda-like thing going in the pixel art thread, it would be the most win indie game since Spelunky.
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2120
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Developer / Design / Re: The Cutscene-less Game
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on: December 06, 2009, 10:57:36 AM
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Somewhat off topic, but this makes me think it would be great (or at least funny) to see a JRPG in which the characters only discuss things related to the gameplay mechanics, i.e. bickering over who gets to use the most powerful sword, taunting other characters who are lower level than them, and fretting that they haven't grinded enough to defeat the upcoming boss.
Damnit, Squall, that was our last potion, you bastard of a glutton!  That would be funny.
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