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1085542 Posts in 44758 Topics- by 36682 Members - Latest Member: susumilite

January 31, 2015, 09:37:36 PM
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1  Feedback / DevLogs / [whatever]b*rd on: October 07, 2014, 10:18:42 AM
gee willikers, i'm going to make a game


i want to make a weird spinny grid puzzle game like on the school computer when i was like 7, like clockwerx or spin doctors. these games were pimpin and i want to get up off of my ass and finish something, so i'm posting here to open myself to shame and public disgrace should i get lazy on the path to completion.

the game is called b*rd because that is the difficulty level.

i'm using löve2d and tons of other lua libraries to make this and they seem pretty cool. i got an android build running but the primary development is on mac. i hear promising things about the love2d version that runs on ios, but i don't own a iphone wtf

no style. this is because i can't draw and i want to do everything myself.

the plan
  • add crazy features
  • make it not suck on mobile
  • release it open source, so i know i can't get away with shit code
  • 80(???) levels (what is a good number of levels??)

  • basic playable prototype
  • crappily coded level editor

next steps
1. get a menu flow working, title -> selection -> game -> post game etc
2. put up some screenshots on tigforums, so i don't look like an awkward nerd talking about big plans and delivering nothing
2  Community / Townhall / Re: HELI BRAWL - The helicopter vendetta [WIP] on: September 11, 2014, 03:28:22 AM
haha this is brilliant  Grin i want to be able to play it at a place where i can get drunk and argue about results
3  Community / Townhall / Re: Tobias and the Dark Sceptres - Released after 13 years on: June 19, 2014, 09:42:26 AM
i just wanted to say that is a brilliant and awesomely directed movie. i feel motivated and inspired and i need to find a windows machine to play this game
4  Community / Jams & Events / Re: Berlin Indie Game Jam skips a year on: August 23, 2012, 05:59:31 AM
this just means next year's bigjam will be twice as awesome - with the intensity of 2 years planning, enthusiasm and anticipation  Beer!

5  Developer / Technical / Re: The happy programmer room on: October 25, 2011, 04:27:03 AM
i just wrote a sweet hack to get any constants out of an externally loaded swf, and it worked first time!  Kiss
6  Developer / Technical / Re: The grumpy old programmer room on: October 17, 2011, 12:27:10 AM
I often wonder what kind of witness protection scheme Adobe engineers must be placed in after releasing CS5.
7  Feedback / Playtesting / Re: Gunpoint, a game about rewiring its levels: first screenshots on: September 22, 2011, 01:48:28 AM
this looks brilliant! i'm loving the crosslink idea  Beer!

get it up on steam so i can throw money at you!
8  Community / Townhall / Re: Sky Island (Neutronized) on: September 19, 2011, 04:58:53 AM
Community allegiances aside, I thought it was a pretty fun flash game and an appropriate use of talent.
9  Developer / Technical / Re: The grumpy old programmer room on: May 25, 2011, 04:15:49 AM
I too hate it when things work the way they were intended, and not the way I demand them to.
10  Developer / Technical / Re: The grumpy old programmer room on: May 23, 2011, 12:08:58 AM
This stupid programmer just did a "git checkout -f" before doing a commit. Lost all progress for today.  WTF No No NO At least I didn't work much today so my grumpy level is "only" high.

make smaller commits dude!  Grin

this will save your ass if you rebase and end up in a world of conflict - also makes things like git bisect more useful
11  Community / Townhall / Re: Zangief Kid The Game on: March 29, 2011, 12:02:37 PM
but why guile's theme?
12  Developer / Technical / Re: 42 AI Tricks From Bungie on: March 29, 2011, 11:55:48 AM
You'r right that GOAP is now out of style. I think for small, tactial games it's still a good mix of techniques.

what are the new trendy approaches to character ai?
13  Developer / Technical / Re: Top Down 2D with 3D Walls on: March 27, 2011, 09:15:18 AM
one of the examples that come with shoes (a ruby gui framework) is a tank game with this kind of perspective.

check it out https://github.com/shoes/shoes/blob/develop/samples/expert-tankspank.rb
14  Developer / Technical / Re: Coding tips for a poor designer on: March 14, 2011, 10:56:43 AM
I would second javascript.

Javascript is coming back in a crazy way, with stuff like V8, nodejs and the ever imminent wave of html5 games that threatens to destroy everything. Also there are like a billion javascript games libraries out now
15  Developer / Technical / Re: How can [Embed] fail at runtime? on: February 15, 2011, 08:54:20 AM
have you tried compiling with the "-keep-as3-metadata += Embed" flag?
16  Developer / Technical / Re: How can [Embed] fail at runtime? on: February 11, 2011, 04:19:44 AM
cs5 seems to remove all metadata unless "export swc" is selected when publishing your movie.

adobe engineers are on drugs (bad drugs)
17  Player / Games / Re: Bionic Commando Rearmed 2 on: February 06, 2011, 04:02:29 AM
you are so cool
18  Developer / Indie Brawl / Re: indiebrawl.co.nr = ? on: February 05, 2011, 06:42:46 AM
i bet he tastes like salty fanta
19  Player / Games / Re: Bionic Commando Rearmed 2 on: February 02, 2011, 12:39:31 PM
the little cut scenes are pretty annoying

"hey you unlocked a door! forget about all the shit going on, let's watch it open reeealy slowly!"

that and the game feels really easy. I hope there's a super hard option somewhere
20  Player / Games / Bionic Commando Rearmed 2 on: February 02, 2011, 11:02:19 AM
what like?

just purchased this. i'm hearing mixed reviews (like they fucked up the swinging mechanics etc) but looking forward to it. i've been waiting for this mofo since it was announced.

whats everybody else thinking about it?

the soundtrack kicks my ass!
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