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1521
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Developer / Technical / Re: C++0x
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on: July 01, 2010, 08:33:04 AM
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Probably the thing people will most immediately notice is "auto", at least if you do any stl at all. It means no more typing list<vector,int>::iterator::iterator all the time.
Also I feel compelled to note that, as I understand, C++0x was just a placeholder name, and we've now run out of 0x years, so the actual name would now be C++1x or C++11 or something. This is tragic, as it means I can no longer refer to it as COCKS
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1526
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Player / General / Re: 3D Dot Game Heroes
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on: May 17, 2010, 06:53:18 PM
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I would absolutely love to see  or Spelunky Guy in 3DDGH style. I think I'm bumping against the limit of my art abilities though.  Fez might also be pretty easy.
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1528
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Player / General / Re: Dance clubs in the US???
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on: May 09, 2010, 09:36:51 AM
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If this question is for serious, I think it's going to be impossible for anyone to give you a sensible answer unless you tell us what city or state you are in?
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1530
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Player / Games / Re: WarioWare D.I.Y designer videos (Ed McMillen, Matt Bozon, Ron Carmel, and mo
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on: May 08, 2010, 06:36:42 PM
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Incidentally, there was this "machines and robots" themed competition of user-submitted games that they just posted the results for in the Wario Ware DIY downloadables section? They let players submit games and then posted like 30 winners. If you look one of the winners this time was "Kyou", who's the guy who did most of the pixel art for my game Jumpman :D I'm irrationally excited about this. I know somebody famous! ... sort of!
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1531
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Community / Townhall / Re: crushd
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on: May 08, 2010, 03:43:23 PM
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the water appears quicker?
I think the water appears once you reach a specific height? So it does appear quicker if you're playing well. Oooh, now I get it
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1532
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Community / Townhall / Re: crushd
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on: May 08, 2010, 02:02:06 PM
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Oh, I like this a lot.
You should look into getting this on iphone if the nonsense with the developer agreement and Flash is ever resolved.
My only feedback:
- The game does seem to start out rather slow paced, then get frantic when the water is introduced. The slow paced part is somewhat necessary to learn the game but makes repeat games feel a bit repetitive (a lot of "stay alive as long as you can" games have this problem). Maybe it would make sense to add an "advanced mode" where things fall faster or the water appears quicker?
- The scores on the high score menu seem to be divided by ten compared to the scores displayed in game?
And the replay feature is neat.
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1533
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Player / Games / Re: Hero: Core
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on: May 02, 2010, 10:25:36 PM
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Spent a significant chunk of the weekend playing Hero and Hero Core (I'd never played Hero before).
Oh my god, so awesome :O Hero Core is like someone tried to make a video game specifically tailored to all my personal gaming fetishes.
Hero Core seems pretty easy so far but I'm playing on normal mode. I am happy to see that the map is actually different on hard mode (I'm thinking I may play with the map turned off when I go for hard mode...) The original Hero was MUCH harder, the one hit kills made for a lot of really tense moments (though I'm not sure whether I'd want to play a Hero Core length game like that...)
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1534
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Player / Games / Re: Uin
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on: May 02, 2010, 07:36:52 PM
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Finished this earlier today... there are lot of really awesome ideas in this thing but the combination of "buggy game" and "really obscure puzzles" got frustrating at times. I kept not being able to tell if something was part of a puzzle or just a bug...
I'm wanting to try out the La La Land games now. What's the best way to approach those? Like does it make sense to just start with #1 and play through from there?
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1535
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Developer / Technical / Re: Advice for the future of a fellow programmer?
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on: May 02, 2010, 01:25:17 PM
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Make the same mini-game (or some test) in each, like a ball that will bounce off the screen edges and you can influence with mouse and keys. It should be about 50 to a hundred lines and will tell you much about how each alternative suits your style and needs. The test does not have to be fun or useful, it should only be about allowing you to learn something about each alternative so you will feel comfortable with your selection.
Yea I'm headed in that direction right now  I just read some basic tutorials on allegro and sfml. Cool! Feel free to post your test here to share and discuss!  I for one would be super curious to see something like that.
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1537
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Community / Townhall / Re: One to Tango: time loop puzzle-platformer
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on: April 28, 2010, 10:06:16 PM
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This is neat, I really like the aesthetic and the music.
I only made it a couple levels in, I'm personally finding it very difficult to play because of the control scheme. Z and X do such totally different [dangerous] things and they're right by each other, I keep hitting the wrong one by accident.
I will try hooking up a gamepad and trying again later I think.
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