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1076054 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 06:30:14 AM
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Pages: 1 ... 89 90 [91] 92 93 ... 107
1801  Developer / Design / Re: "Where's my water", "Cut the rope"... those games and their many puzzles. on: December 29, 2011, 11:25:31 AM
I know, I know, son. Just you wait!
1802  Developer / Design / Re: "Where's my water", "Cut the rope"... those games and their many puzzles. on: December 29, 2011, 10:20:51 AM
There will be 100 levels+ in total in TrapThem. But one level can have up to 3 different versions. So it seems like only 30 of them are unique at first. But a harder version of a level will require new ideas in order to be solved.

What do you think about that?
1803  Developer / Design / Re: "Where's my water", "Cut the rope"... those games and their many puzzles. on: December 29, 2011, 08:49:31 AM
but you have to remember that puzzles rarely have any replay value
In my case they often have replay-value because you can challenge yourself to beat it in less steps. I think it is a great idea:
Look here, there is a fundamentally different idea hidden in this level that allows you to solve it much less tedious than what you see here. What you think about that?
http://www.youtube.com/watch?v=aGmpN9qMFsg&feature=channel_video_title
1804  Developer / Technical / Re: How To Make A Massively Cross-Platform Game on: December 29, 2011, 06:21:23 AM
I am not into it but he says Flash is slow in Drawing. Should one not use hardware-acceleration nowadays? I have heard epic has ported its ue3 to flash.
1805  Developer / Design / Re: "Where's my water", "Cut the rope"... those games and their many puzzles. on: December 29, 2011, 05:52:19 AM
I have no basis for this statement (accusation?), but I think that the people behind these games assume that their players are going to be dim-witted and require more hand-holding.

Honestly, when you ask me, I prefer quality over quantity for puzzle games. I think I find that fewer, but more well-thought puzzles will take longer to solve than a large collection of simple, mindless ones.
I have the same philosophy like you here. However it seems that most agree that one should lead the player through progressively harder getting levels. So it happens that alot of them are easy, when you look back.

What do you think about following that route but avoid being too repetitive?

If you like a challenging puzzler you should definitely keep TrapThem in mind.
1806  Developer / Design / Re: What makes Braid and Portal stand-out from other puzzle games? on: December 29, 2011, 04:39:12 AM
An easy puzzle-game is a bad puzzle-game.

- J-Snake
1807  Player / General / Re: Things that Suck on: December 28, 2011, 06:11:09 PM
Things do not suck, women do.
1808  Player / Games / Re: Spoilers Thread on: December 28, 2011, 05:59:22 PM
Seagal beats Chuck Norris.
1809  Developer / Design / Re: What makes Braid and Portal stand-out from other puzzle games? on: December 28, 2011, 04:43:45 PM
Also: Hana no Puzzle is the best puzzle game of the current century.
You are wrong because my puzzle-game will be released next year.
1810  Player / Games / Re: Skyrim on: December 28, 2011, 02:12:03 PM
bro, characters in gothic (except arcania but let's just forget about that) are anything BUT wooden. it always weirds me out when people say gothic is a generic fantasy gam. gimmy said the same in another thread. i guess it must be the english translations ruining the series' unique charm.

edit: ninja'd by j-snake

Now we are an



 Toast Left
1811  Player / Games / Re: Skyrim on: December 28, 2011, 02:07:52 PM
You should learn German, just to enjoy the game's charm.
1812  Player / Games / Re: Skyrim on: December 28, 2011, 01:59:06 PM
The video already showed what Gothic does best, so any argument is invalid.
1813  Developer / Creative / Re: What tools were used back in the old days? on: December 28, 2011, 08:25:21 AM
nope
1814  Developer / Creative / Re: What tools were used back in the old days? on: December 28, 2011, 08:00:29 AM
I didn't give the 4 color-theorem much consideration yet so I cannot make sophisticated statements about its relevance atm.

Can you please try to remember that game? How old is it approximately and what exactly is it about?
1815  Developer / Technical / Re: Request for technical advice on: December 27, 2011, 05:33:25 PM
Is it the first game you are developing?

Btw. at xblig: I am not up to date but I heard the games hardly sell some time ago. Also do you know they continue the dream-build-play-challenge?
1816  Developer / Creative / Re: What tools were used back in the old days? on: December 27, 2011, 05:16:38 PM
2 is the hardest point by far. The outstanding point is that it scales with the amount of blocks. That is what separates it from Minecraft and all the other grid-based puzzlers where physics are based only on local information. That is why you haven't seen TrapThem-physics before in a game. The idea of these physics were shown in a dig-dug intro. In the intro he actually cuts out a piece of ground and it falls down. But in gameplay only local physics like in boulder-dash were implemented.

That is an example of not making a game you initially wanted to make.

I had ideas how to make it possible for almost an arbitrary number of blocks. If a large amount falls down distant pieces will be updated less frequently (but you won't notice it in your local space) since you can only solve a global amount of content by mapping relevant pieces of it into your local processing-headroom. Another important thing to exploit is that the speed of destruction is limited by the speed of your player. It means you can keep up with keeping the block-structures organized while the player is destroying the environment.

But the biggest problem is the reconnecting after a cut out shape was recognized. It is something that happens instantly (so the main challenge is how to make it less instant). When a complex and very large block falls down and connects to anoter one I am not even sure atm. the problem is solveable at all in rt. But I will look what I can do.
1817  Developer / Design / Re: Worst/least explored game genres? Ways to expand them? on: December 27, 2011, 04:17:14 PM
on a similar note, games using non-realistic physics is underexplored. and i don't mean games where you can jump really high or sth, i mean games with physics systems completely different from ours.
Hey, I am your man, rite?
1818  Developer / Design / Re: Worst/least explored game genres? Ways to expand them? on: December 27, 2011, 04:16:27 PM
I've been toying with the idea of an exploration game in a different kind of universe.

All space games I've seen follow the natural model of solar systems, galaxies, etc. But what about something completely different? Coils of matter that extended into infinity? A bubble-verse made of water with pockets of air to harbour terrestrial life? A game in which you don't move, but only grow or become smaller?
It sounds like you want to make something different for its own sake. It can quickly become a bad habit unless you can back it up.
1819  Developer / Creative / Re: What tools were used back in the old days? on: December 27, 2011, 04:11:31 PM
What point of those 4 do you think is the most challenging one.
1820  Developer / Technical / Re: Request for technical advice on: December 27, 2011, 04:04:28 PM
Have you thought about using the Unity-engine if you want to go to most platforms?
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