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1075967 Posts in 44154 Topics- by 36120 Members - Latest Member: crochi

December 29, 2014, 07:08:36 PM
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801  Feedback / DevLogs / Re: Caverns [v0.8] on: September 04, 2009, 06:31:00 PM
New update

v0.85
+ Life forms Biography page with icons and adopter names
* Fixed blocking when clicking on some buttons (I think)
* Speedup when painting: no sudden lags because of refreshment of spawn locations
802  Developer / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: September 04, 2009, 02:17:47 AM
I would have loved to get the graphics Shrug
Morale: you just can't trust graphic artists  :D (Just kidding)

I think I'll beef up the filler graphics and post the game soon.
803  Feedback / DevLogs / Re: Caverns [v0.7] on: September 04, 2009, 01:33:34 AM
This got a nice writeup over at JayIsGames: http://jayisgames.com/archives/2009/09/caverns.php


FFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU--


Thanks for pointing this out Noyb, I just can't stop smiling... I would have never have read it otherwise. Smiley

It's really rad that someone took the effort to make a detailed walkthrough.
To the unknown soldier Beer!
804  Developer / Tutorials / Re: Automatic conditional debug/release execution in ActionScript 3 (Flex 3) on: September 04, 2009, 01:00:00 AM
But if you have to define DEBUG yourself, isn't the same deal?
I mean, it doesn't solve the fact that you must change something besides the compiler command line.
Same problem.

I think this is useful for people that forget to change stuff up between debug and release modes.

Regards
805  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: September 03, 2009, 02:13:47 PM
The failure goes on and on and on...
806  Developer / Tutorials / Automatic conditional debug/release execution in ActionScript 3 (Flex 3) on: September 03, 2009, 02:00:54 PM
Automatic conditional debug/release execution in ActionScript 3 (Flex 3)

I made this little tutorial on how to detect if the Flash file was compiled in release or debug mode.
I don't know if someone else did this before, but if not, I hope you find it useful.

http://blog.tbam.com.ar/2009/09/automatic-conditional-debugrelease.html

Regards
-Martín Beer!
807  Feedback / DevLogs / Re: Caverns [v0.7] on: September 03, 2009, 12:28:51 PM
Hey, thanks  Wink

Yup, that achievement is the hardest, but doable with some enviroment tweaking!

Unlickily the iPhone doesn't have flash yet, and I don't have cash to buy a Mac and port it.
808  Feedback / DevLogs / Re: Caverns [v0.7] on: September 02, 2009, 09:08:19 PM
Ok, no new creatures but a menu, hints and an achievement system.


Thanks to Noyb for the idea to add a bio like in Tanaka's friendly adventure. Not yet but coming (he actually posted it on my LudumDare entry but editing the entry each time is a drag)

Regards
809  Feedback / DevLogs / Re: Caverns [v0.6] on: September 02, 2009, 11:44:39 AM
Thanks for the feedback. I never found that glitch, but spawn/death code in v0.7 has been reviewed thoroughly because I added a "coexisting creatures" counter now (for a to-be award system).
So perhaps it's solved now.
I'll upload v0.7 when I add add some more creatures.

Regards
810  Player / Games / Re: Ludum Dare 15 August 28th-30th, Theme: Caverns on: September 01, 2009, 06:57:05 AM


My entry... Click click click



congrats to the others! Your games look great on the screenshots I should try them out (You were not in my 20 games list)
811  Feedback / DevLogs / Re: Caverns [v0.6] on: August 31, 2009, 01:37:10 PM
You can use the Glow tag and setting it to black to actually hide the spoiler (no SPOILER tags on Simple Machines Forums)

Consider that if the critters are 8x8 animals would be no more than 16x16  :D
I know it's hard to balance (I spend about half the developing time retrying the game, tailoring the gameplay balance details  Tongue )

Thanks!
-Martín
812  Feedback / DevLogs / Re: Caverns [v0.6] on: August 31, 2009, 12:43:15 PM
Wow, so much feedback Kiss. Thanks!

I'm really glad some of you found the mold turquoise crawler and the little green worms, I thought those were hard to figure out (frustratingly boringly hard Smiley)

One question: About how much time did you spend playing?



To answer some of your comments:

I'm planning to expand it. I did it in about 10 hours (my girlfriend came for the weekend so I couldn't put more hours on it).
My idea is to make more critters, more plants, more combinations and even "animals" (a bit bigger creatures, with some needs to sustain life).

The dirt is a neutral filler (for now at least). It does nothing whatsoever.

I just wanted to say that there is some sort of whacky logic behind the creatures.
Spoiler:
I mean, tar and lava "ignites" a flame moth, plants need watering, water and seed create a plant,
But still I accept that water and fire do not create little manatees XD (the real reason is that blue+red is violet ;] )

The basic ones can get the experimentation thingy working and after that you'll have to think laterally and go "trial and error".

Thanks a lot again and good luck!
-Martín
813  Developer / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: August 31, 2009, 12:24:58 PM
Gah my artist after a week still hasn't contacted me Crazy. I really want to see how this is going to turn out Cry
If he doesn't contact Ill just post the game with filler graphics
I was contacted but never actually got the graphics.

Strangely the game is somewhat like the one with a big beard man on the background :D
814  Feedback / DevLogs / Caverns [ v0.97 - final tweaking phase ] on: August 30, 2009, 06:52:41 PM


Caverns: An experimentation game.
It's about tiny life forms coexisting in a cavern.

Try to find them all!
Mess around with the enviroment
and free your imagination.


It's my entry for the ludum dare #15.

Play the game (Flash): http://www.tbam.com.ar/play--caverns.php
LudumDare entry: http://www.ludumdare.com/compo/ludum-dare-15/?action=preview&uid=937

Regards
-Martín


815  Developer / Art / Re: show us some of your pixel work on: August 30, 2009, 02:53:07 PM


I think it's cool that the clouds shout "solidness", as they're solid enought for you to try to jump on them.
But Eclipse has a point. Perhaps not changing the color but with a bit less contrast (and more brightness to compensate) it would look softier.
816  Developer / Art / Re: TIGer Paint on: August 28, 2009, 11:19:16 AM
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"Zombies... I fucking hate those sneaky buggers."
817  Feedback / Playtesting / Re: Explosive Cats [Beta] on: August 28, 2009, 02:24:48 AM
Hey, I haven't seen your post before, must have skipped it! Those are awesome ideas!!!

The competition ends tomorrow so they wont be on the gameplay, but perhaps I will add them on the future.

Thanks!

Quote
also there are bugs. when you are in front facing a wall and trying to kick a cat into the wall it wont explode.
This is actually intentional. But I never thought deeply about why I did it  :D



(Beta 0.5)
* Enhanced tilesets, better contrast (thanks darthlupi!)
* Tweaked gameplay, slower cats in first levels, customizable in versus play  (thanks darthlupi!)
+ New tileset: Beach
+ 9 levels
+ Screen between levels telling you where you're at (a bit incomplete thou)
* Redrawn character Iron Beard
* Fix: if 5 players were playing, one would get stuck in some levels

(Beta 0.12)
+ New customizations for Versus play:
........Matches
........Explosion radius: 1-5 or max (20)
........Max cats on screen: 3-25 or massive (50)
........Map: Backyard 1/2, Bronze 1/2
........Cats spawn rate: 0.25-3 secs (thanks Noyb!)
........Power up frequency: 1-16 secs (thanks Noyb!)
* More intuitive win screen for versus mode, with a character
* Bugfix: In campaign 2P mode if one player was dead the match never ended.
* Bugfix: Cat animations was incorrect when spawning from a cat house.
818  Developer / Creative / Re: So what are you working on? on: August 27, 2009, 12:47:06 PM
I'm working on an the animation of this ANGRY COMMUNIST
819  Developer / Technical / Re: Game Data on: August 27, 2009, 10:37:40 AM
You should caché the values on release. Like to a map or hash map.
Or else you'll be quering a lot, for each enemy creation.

Otherwise for debugging purposes it rocks, as you don't have to recompile to test anything. Change the DB, spawn enemy, check if it's ok.  Beer!



There is a GIF file on this thread that's tingling my antivirus senses...
820  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: August 26, 2009, 02:08:22 PM
I thought it was illegal to add (tm) or (r) if you didn't actually owned the trademark.

(c) on the other hand you freely can (hopefully if it's really your work), as It's automatic and copyrighting with an authority only helps in court cases.

You can see a whole lot of (tm)s in Edge's webpage archives
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