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1076020 Posts in 44157 Topics- by 36123 Members - Latest Member: gas13

December 30, 2014, 01:50:17 AM
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341  Developer / TIGCast / Re: TIGcast Official Thread on: October 15, 2009, 11:30:20 AM
Good luck not making that look like a penis.

Who is making it?
342  Player / Games / Re: Youngster Friendly on: October 15, 2009, 11:28:57 AM
Stargirl has some weird dialogue where the protagonist is called fat.
A game with a kitty has the character being called stupid all the time.
Depends on the children, this may or may not be a problem.

Not to toot my own horn, but Tumbledrop goes down really well with kids five and younger.
343  Developer / TIGCast / Re: TIGcast Official Thread on: October 15, 2009, 06:55:33 AM
With regards to logos and imagery and stuff, is it okay to use the Tigsource logo (the joystick with glasses thing) ?
344  Community / Jams & Events / Re: TIGJam: UKČ on: October 15, 2009, 03:55:48 AM
Yeah, people pay crazy money to go places for christmas, there's a huge premium.

I'm leaning towards January. I'm going to see if we can book the place in Cambridge that I found, as the location seems perfect.
345  Developer / TIGCast / Re: TIGcast Official Thread on: October 14, 2009, 10:44:25 PM
We talked about maybe doing it biweekly, so that would mean recording on 24th October. I'm unavailable on that day, but it might be worthwhile going ahead with it nevertheless.
346  Developer / Technical / Re: Artists Program Corner on: October 13, 2009, 01:36:34 PM
Surely good code has more in common with elegance in design in general. Things slot together neatly, nothing breaks, there's nothing that doesn't need to be there and everything that does need to be there.

I feel I've learned a lot in the last year about coding, and I'm looking forward to starting some new projects with a 'clean slate'. I'm sure I'll make new mistakes, but I hope I don't repeat so many of my old mistakes.

I still have an affinity for super-long Switch/Case statements though. Sad
347  Developer / Technical / Re: Dungeon generation? on: October 13, 2009, 01:24:23 PM
Got a basic map generator working by setting it to favour using old paths and quitting out of long tunnelling operations. I very rarely get a broken dungeon, but I can use Flash's bitmapData to floodFill from each room and verify the network is connected.

Demo with source code

Hey, this is neat! One question though, why does it sometimes make parallel corridors? Doesn't your system try to use existing corridors?  Also, what is stopping it from drilling a corridor directly from the corner of one room to the corner of another, ignoring all wall-pieces?

Nevertheless, the results are fantastic. I really need to get some foundations together for this sort of thing.
348  Developer / Tutorials / Re: Braving Procedural Generation [ Part Three! ] on: October 13, 2009, 09:50:07 AM
Sure, I'd like to see your take on A-star!
349  Developer / Art / Re: Art on: October 13, 2009, 05:19:10 AM
350  Player / Games / Re: Art Game (0.07MB Flash Game) on: October 13, 2009, 04:08:59 AM
haha that shows those artfags
It does, actually. Wink
351  Developer / TIGCast / Re: TIGcast Official Thread on: October 12, 2009, 10:00:47 AM
Okay, that has been emailed over Smiley Thanks for editing it Dragonmaw!!
352  Developer / TIGCast / Re: TIGcast Official Thread on: October 12, 2009, 08:35:13 AM
Uploading now, sorry.
353  Developer / TIGCast / Re: TIGcast Official Thread on: October 12, 2009, 01:04:17 AM
He is in China.

Considering we had people from NZ, Europe and America on this podcast, I don't think anyone can criticise the spread. Unfortunately you have to get up pretty early in asia to be involved.
354  Developer / TIGCast / Re: TIGcast Official Thread on: October 10, 2009, 04:43:54 PM
Whoo Tigcast #1 is in the can!
Everyone is sending their streams over to Dragonmaw and it should be available sometime soon!

The recording quality is pretty nice! Smiley
355  Developer / TIGCast / Re: TIGcast Official Thread on: October 10, 2009, 11:04:47 AM
Also, if we wanted to do a 'what you've been playing' session, which is a great means of taking turns, we could each choose one indie game we've been playing. 

What do you think?
356  Developer / TIGCast / Re: TIGcast Official Thread on: October 10, 2009, 03:13:47 AM
On IRC I was suggesting topic. I think it would be worthwhile discussing flash as a platform, especially since Flash CS5 has an option of publishing for iPhone, and products like Scaleform make it easier to use Flash in console game development.  We could also touch on things like XNA and what advantages and disadvantages that offers.
357  Developer / Audio / Re: Show us some of your music! on: October 09, 2009, 02:46:05 PM
Supershigi, really love your work!

I didn't realise you were indie, that's awesome. Smiley
358  Player / Games / Re: Alien Breed style games on: October 09, 2009, 08:27:26 AM
Hehe Commando was 8-way!  I'll give you the non-linear aspect though.  But I think it has more in common with Alien Breed in play-style than a vertical shmup.
The camera wasn't 8-way though, and that's more what I'm talking about Smiley
359  Developer / Tutorials / Re: Braving Procedural Generation [ Part Three! ] on: October 09, 2009, 08:10:13 AM
I'm using a type of Javascript, but I think I'm probably better off writing something myself so that I understand exactly what is going on. Smiley

Thanks for the links. I'll give some the maze generation methods a try!
360  Player / Games / Re: Alien Breed style games on: October 09, 2009, 07:49:38 AM
I think Commando etc are just variations on old vertical shmups. 8-way movement and the ability to backtrack and explore is an important part of the Alien Breed style experience.  Rooms and corridors make a big difference too.
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