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1075756 Posts in 44140 Topics- by 36111 Members - Latest Member: Uncle Scotty

December 28, 2014, 11:58:19 PM
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321  Feedback / DevLogs / Re: Ink Battle (One Game a Month) on: February 25, 2013, 06:41:53 AM
Popping in to say you're thinking of Battle Painters: http://www.saitogames.com/battlepainters/index.htm

I enjoyed the original but always felt it was a bit limited (even as a kid) so I'd be interested to see what you do with it.

Aww yeaaaa-

That was a surprisingly fun multiplayer game, even if it was really simplistic. But I guess almost any game is better with multiple players on the same keyboard.
322  Feedback / DevLogs / Re: Control Room (#onegameamonth) on: February 25, 2013, 03:01:21 AM
After a creative pause, I think I'll actually try to get this damn thing done now, by looking at it from the "finite state machine" perspective.

Besides that other game, I've actually been working more on March's project in February (which correlates with the fact that it's frankly more fun to work on). I'll make a devlog for that soon.
323  Feedback / DevLogs / Re: Trash TV - Steam Demo Available! on: February 24, 2013, 10:55:11 PM
This is coming along pretty nicely, I love games with a strong theme that covers every detail of their execution.
324  Feedback / DevLogs / Re: ? on: February 23, 2013, 03:51:06 PM
325  Feedback / DevLogs / Re: ? on: February 23, 2013, 03:31:38 PM
326  Feedback / DevLogs / Re: Screenshot Saturday on: February 23, 2013, 03:30:38 PM


Still looks quite too crude for what I have in mind, but it's all the more functional.
327  Player / Games / Re: Japanese Indie Games on: February 22, 2013, 10:15:38 AM
The best shmups come from the east. Every Extend, everything Kenta Cho has touched, Touhous
328  Player / General / Re: point A (not good) to point B (paradise)? on: February 21, 2013, 09:09:06 PM
This thread has really brought out the worst in TIGSource.
329  Feedback / DevLogs / Re: Screenshot Saturday on: February 21, 2013, 09:24:32 AM
I wish this page hadn't happened.

This is one of those threads that could benefit from stricter moderation, like being locked while it's not Saturday in any time zone. There's too much idle chatter, posts that quote the same images we just saw, generally things that aren't weekly in-game footage.
330  Feedback / DevLogs / Re: ? on: February 20, 2013, 03:43:22 PM
It lives!

331  Feedback / DevLogs / Re: ? on: February 20, 2013, 09:20:14 AM






332  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 13, 2013, 02:22:53 AM

Looks like something that should be turn-based. Like a platformer + chess thing. what
333  Feedback / Finished / Re: Hiversaires on: February 11, 2013, 08:13:18 AM
This is very 2010s.
334  Developer / Technical / Re: The grumpy old programmer room on: February 11, 2013, 04:33:50 AM
C++ woes. A template function didn't compile, so I was told to move it into the header... which revealed some circular dependency issues... that only got worse as I started fixing them.

335  Developer / Design / Re: Show us your level design on: February 10, 2013, 01:27:51 PM
My ideal environment is a level editor that allows you to edit and playtest rapidly. Jetpack and N are good examples. I try to make a simple editor early on for my games that have clear levels.

But I also rely on pen & paper a lot. It's a better medium for thinking in concepts, puzzles, and themes rather than tiles.

Sketching in an image editor is quite rare for me, it's like the worst of both worlds.
336  Player / Games / Re: What are you playing? on: February 10, 2013, 05:42:01 AM
Unreal World is considered a shareware classic in Finland, but I guess it's only recently started to get recognition elsewhere.
337  Feedback / DevLogs / Re: Screenshot Saturday on: February 09, 2013, 05:48:05 AM
Just an afternoon cruise on an invisible spaceship.



C++ and SFML. I'm not sure if it's Stockholm Syndrome or what, but I'm beginning to like the language.
338  Player / General / Re: What are you listening to at the moment? on: February 06, 2013, 11:49:50 AM
New MBV yesyesyesyeyseyyseysssss

"Worth the wait" -Gaben
339  Feedback / DevLogs / Re: Control Room (#onegameamonth) on: February 05, 2013, 06:15:40 PM
I have somewhat of a "writer's block" with this project. I think this is partly because some of the rules are clumsy, so the gameplay isn't as fun as I'd hoped, and it's not convenient to make puzzles that make you think in states.

Firstly, even simple levels have pretty convoluted programs. That's not necessarily a bad thing in itself, but movement code is tedious. It feels like handling C char arrays when you really just want Python strings.

So I've been gradually taking the in-game language to a different direction, resembling finite state machines. Commands can place the bot in multiple states that have constant consequences, and each of them influences what states can be activated or deactivated. For a trivial example, you can't drop items when you're not in the carry state, and you can't carry when you're already in the carry state.

Ultimately, it has to do with spaces. Functions are spaces that have their interrupt values and return values. The language can be seen as a space containing a variety of states. In a larger sense, even a puzzle is a space, where you're supposed to get into a state where it's considered solved. It's something that I feel like I've been trying to grasp, and makes me think why didn't I approach the in-game programming like that in the first place.

In the meantime, I've already started building the foundations of March's project, because I just want to get some work done. I've reached the point where I can't view this project objectively anymore; there are times when it stops being a fun project and instead just some task I want to "get over with". Luckily I'm too much of a perfectionist to release it before I'm completely satisfied with it.

It's time to look at Control Room from a different perspective, to re-evaluate what's supposed to make it fun.
340  Developer / Technical / FF7 engine deconstructed on: February 04, 2013, 02:02:04 PM
http://q-gears.sourceforge.net/gears.pdf

It's a long and technical read, but I think curious gamedevs can get much out of it.
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