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1361
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Developer / Design / Re: Serious games don't need background music
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on: October 12, 2011, 09:22:01 AM
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but i never really had a problem with source-less music breaking immersion for me, i think they add to immersion (since the music can create the mood). serious movies often have source-less music too. so i still think it's an interesting thing, but that saying that serious games/movies should absolutely not have source-less music is going too far
This.
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1365
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Developer / Technical / Re: MSVC 2010 + Panda3d
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on: October 12, 2011, 08:22:25 AM
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Ough. I've loaded model in Irrlicht and all was cool till it rotated the camera  . The model is rotating like it would be 2d sprite  . You're doing it wrong. Irrlicht is good engine.
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1366
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Developer / Design / Re: Serious games don't need background music
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on: October 12, 2011, 08:20:31 AM
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You're just not right. The games are kind of packages of experience. Without music, the experience is totally different. The game would have totally different feel, the same with movies. The Good, the Bad & the Ugly final three-way duel would feel totally different without Moricone's awesome music. It would be MUCH less epic. And that's it. The creators wanted it to feel like that. If you play any game and just turn off the music you're getting completely different experience than the creators anticipated.
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1367
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Developer / Technical / Re: MSVC 2010 + Panda3d
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on: October 12, 2011, 08:00:35 AM
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LOL, BASIC is totally different from Python.
You can write 'else if' AFAIK but 'elif' is shorter. I know BASIC and it's smilar for me  . elif is just weird. It may be similar in some details though to me it seems very different. Look at some real-life non-helloworld code like Django or Twisted. You'll adapt to the 'elif' very quickly, also it's just faster.
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1368
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Developer / Design / Re: Serious games don't need background music
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on: October 12, 2011, 03:31:01 AM
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I really disagree. Metal Gear Solid without the music wouldn't be Metal Gear Solid. The music is just an irremovable part of the game. It would be a totally different game without it. The same can be said about many other games.
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1369
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Developer / Design / Re: Lack of game ideas?
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on: October 11, 2011, 03:54:38 PM
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Like, I want to make some fan games - MGS, Septerra Core, Icewind Dale and some other games - one day. But I don't want to make clones of all the platformers like Super Meat Boy, SCB, Knytt Stories and I don't know what else. I'm currently working on something with other people but somehow it isn't the thing I REALLY WANT to do.
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1370
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Developer / Technical / Re: MSVC 2010 + Panda3d
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on: October 11, 2011, 03:50:07 PM
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I've looked at Python, it looks more like BASIC to me, but this: elif As else if...  LOL, BASIC is totally different from Python. You can write 'else if' AFAIK but 'elif' is shorter.
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1372
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Developer / Technical / Re: Game Engines for Indie Developers
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on: October 11, 2011, 04:46:45 AM
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OGRE is just a renderer. And no to the last question. This thread is about complete game engines with graphics, sound, physics, scripting, net support or at least most of them.
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1374
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Community / Townhall / Re: TIGSOURCE GAME SUGGESTIONS
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on: October 11, 2011, 03:32:04 AM
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Legend of Grimrock An old-school dungeon crawling RPG in the style of classics like Dungeon Master, Eye of the Beholder or Ultima Underworld with modern graphics and interface. Hi and welcome to the Legend of Grimrock blog! This blog is about the development of a new awesome indie dungeon crawling game.
We’ll talk about the game in more detail in upcoming weeks while we’re working on it, but to whet your appetite down below is a teaser concept art by our very own talented Juho. This image is not just a gorgeous piece of art but I think it nails down what this game is all about: pure oldschool dungeon exploration, mindblowing puzzles and intense atmosphere in the spirit of classics like Dungeon Master, Eye of the Beholder, Ultima Underworld and Arx Fatalis. These games were our favorites when we were kids and to me Dungeon Master is still one of the best games ever made. So our goal is to transfer the spirit of these old masterpieces and combine them with today’s technologies, gameplay innovations and graphics to bring them to this day.
But that’s enough for now. Stay tuned! Gameplay TrailerScreenshotsWallpaperWallpaper with smaller logo
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1380
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Developer / Design / Re: How to make a game scary?
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on: October 08, 2011, 02:46:50 AM
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Make the viewport smaller -> the player and everything is bigger size. It should have a similar effect as making FOV smaller in FPS view.
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