Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1075984 Posts in 44155 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 09:56:20 PM
  Show Posts
Pages: 1 ... 35 36 [37] 38 39 ... 54
721  Player / General / Re: TIGSource Brute Squad on: April 10, 2009, 06:04:00 AM
http://brainrobber.mybrute.com/

Noir
722  Community / Cockpit Competition / Re: Landfall [ALPHA FINISHED (fixed)] on: April 10, 2009, 05:46:35 AM
It also crashes to desktop for me, and I have the MSVC 2008 and 2005 redistributables installed.

Running 64-bit Vista on an Intel 2.40 ghz quad core with 2 gig RAM and an Nvidia GeForce 8800 GTS 512 meg video RAM
723  Developer / Art / Re: 3D thread on: April 09, 2009, 06:52:53 PM
http://vimeo.com/4080659


Fullview please, still some stuff that needs correcting, but mostly done.

This looks like what Gears of War would look like if they replaced everyone with anthropomorphic, buffed-out chickens. Pretty brutal.  Panda

edit: made more stuff...

Unnamed Megabomber:

Shot at 2009-04-10

This is how the enemy sees it:


edit:
Slightly modified version... which do you like better?

Shot at 2009-04-10
724  Developer / Creative / Re: So what are you working on? on: April 08, 2009, 07:39:49 PM


"Atmosurfer" or "Atmosurfin'"
I might embark on making this soon, because the design is really as simple as this.
725  Developer / Art / Re: 3D thread on: April 08, 2009, 06:08:42 PM
This thread is pretty cool.


Shot at 2009-04-06


Shot at 2009-04-08


Shot at 2009-04-08
726  Community / Cockpit Competition / Re: Cockpit Compo Post-mortem Thread on: April 08, 2009, 11:36:09 AM
Hard Aether Postmortem

Summary-

Lots of shortcomings in several sectors, but I am happy that I've managed to make a game that is, more or less, complete, and has all the trappings of a complete game. At least I don't feel it was a failure, but even if that were the case, at least I would have started something and finished it.

Good:
*Visual style was nice
*First proper game with a main menu
*Learned /again/, design-wise, to keep it simple. Became much more productive when I simplified the cockpit interface.

Bad:
*Missile tracking is broken!
*Cockpit interface is more spartan than it really should be
*Game isn't really fun, at least for me
*Enemy craft models are wasted because you never see them


Technical-

The biggest lesson here was: keep it simple, stupid.

The orignal plan to have a fully 3D interactive cockpit, with the view rotateable and even little doodads that are fully 3D and toggle and move around. This would have been completely feasible if the function of the cockpit were much simpler, and not a tool for piloting a realistic combat spacecraft. However, it was a humongous hindrance and source of wasted effort early on.

Mid-way through the compo, I was able to re-implement the cockpit as a static 3D object with static 2D overlay on top over the space of a weekend, and changed my attitude completely around from a sinking feeling that I wouldn't get it done in time.

However, on top of that, I didn't get a series of cockpit interfaces done that I really would have preferred to get done. Not having them makes flying harder in a way that's more frustrating than fun. I'm disappointed that I didn't get around to making a radar display of any sort. They are fairly easy to implement and are very helpful for orientation, it's just I didn't have the energy to create it in the final days of the compo.

Math-wise, I should stay well out of 3D until I can figure out the correct math for doing a score of "fundamental" operations. Of course, by fundamental I don't mean stuff like matrix rotations or vector math. I mean things which 3D engines never implement, because they are just rendering engines. Slerping, position prediction, and a host of other things I couldn't manage to get working properly.

The missile tracking algorithm, being a core feature of the game, didn't really show its ability to completely dismantle the game until the last moments. The missile tracking algorithm worked out when I had all of the targets in visual range; everything was about 50km or closer, and wasn't moving very quickly. When I toned up the acceleration forces and distances, it started to fall apart. I don't actually properly predict the path of ships, I predict using values that are "good enough" at close ranges and low speeds. The true method is hidden somewhere in piles of source code and the minds of professsional game programmers. It's very frustrating and shows the core of my diffuclty with math; I know there is a correct answer out there, so if I can't find it, it must be because I'm too stupid to figure it out, leading to even more frustration.



Design-

This is probably the one game I've worked on where the final product was pretty amazingly different from the original idea. The basic ideas are there; real physics, missiles, lasers, huge distances. However, all the details are different; the cockpit interface is more spartan than I'd really want, and the gameplay is a wave-based gauntlet scenario instead of some sort of more realistic mission-based game.

The more I worked on it, the more I realized the idea wasn't really going to lead to a game that was simeltaneously fun and could be completed in a month. Honestly, this was not my primary goal; the idea was more experimental than an attempt at executing a cool idea.

When the gameplay finally came along, it seemed I was making a missile interception game. It was sort of fun to have to keep up with all the targets as they came in range and started firing volleys, but I noticed that the range and recharge rate of the laser versus the number of missiles incoming was a bigger factor than the player's ability to keep up with the missiles. When you had about four incoming at once, all launched from approximately the same distance, you were screwed. It's not really a bad thing, though, as part of the strategy should be to keep your distance and only engage a few at once.


Visual-

I'm bummed that you never actually see the models of the ships! I'll have to fix that in future versions by showing models of your targets on the targetting screen.

Otherwise, I'm pretty happy with the visual result. I'd like to play more with particle systems and try using ribbony particles instead of blocky ones for my next set of contrails.
727  Community / Cockpit Competition / Re: Tentacle Uprising [FINISHED] on: April 08, 2009, 09:46:17 AM
One little thing ... I can't find a way to quit the game during gameplay except by alt-tabbing and killing the application manually.
728  Community / Cockpit Competition / Re: Sublight (late entry) [FINISHED] on: April 07, 2009, 01:25:42 PM
Wow, new screenshot looks leaps and bounds more awesome than the original demo. Going to try out the latest version.
729  Community / Cockpit Competition / Re: Landfall [ALPHA FINISHED] on: April 07, 2009, 01:05:47 PM
This is a common mistake I make as well.  Tiger
730  Community / Cockpit Competition / Re: Enviro-Bear 2000: Operation: Hibernation [Finished] on: April 07, 2009, 01:04:46 PM
Congrats on the fifteen minutes of fame.  Gentleman
731  Community / Cockpit Competition / Re: U-2009 - submarine simulation [techdemo] on: April 07, 2009, 12:49:58 PM
Hey, did you manage to finish this, or at least get some more progress?
732  Community / Cockpit Competition / Re: My cockpit is bigger than yours. [Finished] on: April 07, 2009, 11:52:59 AM
Love the painterly style, don't see enough of that around. I'll check it out when I get home.
733  Community / Cockpit Competition / Re: Venus Patrol [FINISHED] on: April 06, 2009, 05:34:11 PM
Really cool game, awesome to see how much you finished. I think the regenerating health system is an interesting contribution from modern games. I still think the flight model is too squirrely, occasionally I would try to execute some maneuver but the wind or something would just flip me over a few times and send me speeding downward. It was great to get an enemy in my sights and shoot them down, though!
734  Player / Games / Re: Linux Gaming! on: April 06, 2009, 10:38:18 AM
Liquid Wars
It's a simple real time strategy game that's pretty addictive.  Essentially, you have a bunch of dots which move towards your target, and you have to out-maneuver your opponents blob of pixels.
http://www.ufoot.org/liquidwar/v5

Yes, this is a surprisingly addictive game. It's like a minimalist answer to the RTS.
735  Developer / Technical / Re: The grumpy old programmer room on: April 06, 2009, 10:17:17 AM
My lack of math / physics skills have seriously hampered my ability to get my games to play correctly without dumping entire days into issues.

I hate a field where there is always a single correct answer, and if you can't figure it out, it must be because you're just too stupid. Angry
736  Developer / Technical / Re: The happy programmer room on: April 06, 2009, 10:14:13 AM
Congrats all 'round to all ye programmers who have participated in the Cockpit Compo!

Revel in the ability to spend your spare time /playing/ games instead of having to /work on/ them.
737  Player / Games / Re: LiveCD games? on: April 06, 2009, 10:09:03 AM
I had this same idea, but there was one big difference, which made saves a possiblity:

put it on a USB memory stick.  Wizard
738  Community / Cockpit Competition / Re: [FINISHED] STAR CANNON: INVASION FORMATION on: April 06, 2009, 09:48:51 AM
I was able to download it fine from the willhostforfood link.

This is pretty damn awesome. I only wish there were an easier way to keep track of the cities and the enemies attacking them because it's a bit of a babysitting game. It gets really easy when you are down to just one city and all you need to do is circle around and blow up anything that comes nearby.

Still, the visual presentation is amazing, the action is fun, great game.  Gentleman

Quote
and it crashed after about 5 [minutes].
This happened for me, too.
739  Community / Competitions / Re: Cockpit Competition on: April 06, 2009, 07:12:00 AM
Congrats to everyone who finished, and even those who didn't.  Beer!
740  Community / Cockpit Competition / Re: Heldensagen vom Kosmosschlachten / Legend of Galactic Battles [Techdemo] on: April 05, 2009, 06:49:24 PM
Hells yeah, taking a look. Hope you decide to finish the game anyways.
Pages: 1 ... 35 36 [37] 38 39 ... 54
Theme orange-lt created by panic