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342
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Player / Games / Re: Youngster Friendly
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on: October 15, 2009, 11:28:57 AM
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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.
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344
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Community / Jams & Events / Re: TIGJam: UKČ
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on: October 15, 2009, 03:55:48 AM
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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.
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345
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Developer / TIGCast / Re: TIGcast Official Thread
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on: October 14, 2009, 10:44:25 PM
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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.
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346
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Developer / Technical / Re: Artists Program Corner
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on: October 13, 2009, 01:36:34 PM
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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.
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347
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Developer / Technical / Re: Dungeon generation?
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on: October 13, 2009, 01:24:23 PM
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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 codeHey, 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.
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353
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Developer / TIGCast / Re: TIGcast Official Thread
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on: October 12, 2009, 01:04:17 AM
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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.
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354
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Developer / TIGCast / Re: TIGcast Official Thread
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on: October 10, 2009, 04:43:54 PM
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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!
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355
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Developer / TIGCast / Re: TIGcast Official Thread
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on: October 10, 2009, 11:04:47 AM
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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?
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356
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Developer / TIGCast / Re: TIGcast Official Thread
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on: October 10, 2009, 03:13:47 AM
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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.
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358
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Player / Games / Re: Alien Breed style games
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on: October 09, 2009, 08:27:26 AM
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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 
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360
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Player / Games / Re: Alien Breed style games
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on: October 09, 2009, 07:49:38 AM
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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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