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1075755 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:36:49 PM
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301  Player / Games / Re: Dark Souls and Dark Souls II on: August 07, 2013, 03:54:35 AM
It bothers me that Smough's "head" is twisted. I always read that as helmet ornamentation.
302  Feedback / DevLogs / Re: moonman on: August 07, 2013, 03:44:44 AM
Does it scroll vertically as well?
303  Player / General / Re: Your feeling on discovering that your game is uncannily similar to another game? on: August 07, 2013, 03:43:37 AM
When I was younger it was disheartening. Probably because I had only ever thought of a handful of ideas. These days it's a bit of a thrill to know that someone has made similar design decisions, I might even describe it as encouraging.

That said I try to avoid playing games like that until I've developed the idea enough that it can stand on its own.
304  Feedback / DevLogs / Re: The Bitter End on: August 07, 2013, 12:40:14 AM
Cool stuff, I like the enemy sprites and the marshy vibe.
305  Feedback / DevLogs / Re: [Flame Badge] on: August 07, 2013, 12:14:08 AM
Coded in a bunch of Passive Skills. These are the skills that let some units break the rules, for example the Headless Noble has Inexhaustible which means his turn doesn't end when he spends △. Nifty because it allows him to attack twice per turn, or attack and then retreat.

Another example in the screenshots is the Spearmen who has been given Reach, which allows him to attack enemies that are at a different elevation than him.

Also spent some time cutting the fat from the design. While I liked the idea of spawning units in groups I think the game is better without it, for these reason:

  • Control points can be one tile, instead of a 2x2 square or similar = smaller maps.
  • I can cut some group-related mechanics that didn't add enough to the gameplay.
  • Easier to predict player strategies at the opening/middle/endgame, and balance units accordingly.
  • Less units to move around means a faster pace. I had some control ideas that would mitigate this but they were clunky.

I'll have to modify what I had in mind for the economy part of the game so that it still works kinda the same way it did with groups.

I'm going to release an alpha on Thursday whether I think it's done or not. Right now I'm working on help screens so that people can learn the rules without having to read the devlog.
306  Developer / Technical / Re: 2D Game Dev CrossPlatform on: August 06, 2013, 11:29:26 PM
I use Monkey myself.
307  Community / Townhall / Re: Wayward Terran Frontier: FTL and Dwarf Fortress have a baby, with multiplayer! on: August 06, 2013, 11:18:42 PM
This is sick.
308  Feedback / DevLogs / Re: The Frankie and Monster king CUT THAT PROCRASTINATION SHIT OUT thread on: August 06, 2013, 11:10:41 PM
Did you and Frankie break up? Where is your avatar.
309  Feedback / DevLogs / Re: moonman on: August 06, 2013, 04:20:36 AM
It's like they always say, money doesn't grow on trees Durr...?
310  Developer / Business / Re: How To Fail Gracefully On Kickstarter on: August 06, 2013, 04:14:19 AM
I will attempt to summon Craig Stern, he might have some advice.

For what it's worth your game looks pretty cool, but I'd never run into it before now.
311  Feedback / DevLogs / Re: Enhanced Wars - turn based, multiplayer strategy (PC/Mac/Linux) on: August 05, 2013, 09:45:46 PM
You've done some interesting things with the design here! The name threw me off, I figured it was just an Advance Wars knock-off but I can see now that there are some major differences. I like that AP is shared and I'll be interested to see how having a points-based win condition plays out.
312  Developer / Technical / Re: how to round off player position? on: August 05, 2013, 07:29:03 PM
dont round ur movement. round your draw_sprite

Also when you stop moving you can chop the decimal part of the position off.
313  Developer / Technical / Re: Post if you just laughed at your code. on: August 05, 2013, 02:06:47 AM
I just spent 5 minutes trying to figure out what caused my game to freeze.
I was attempting to play a screenshot Facepalm
314  Feedback / DevLogs / Re: [Flame Badge] on: August 05, 2013, 01:55:07 AM
Glad to hear it! I should have a playable alpha sometime this week, but I said that last week.

New screenshot Tongue


Been working on symbols:



Solid shapes are points that regenerate, hollow shapes are points that don't. The lock indicates an accessory.
315  Player / Games / Re: Games with screenwrap on: August 05, 2013, 01:35:02 AM
Forget-Me-Not
316  Feedback / DevLogs / Re: moonman on: August 04, 2013, 10:56:03 PM
CONTINUITY ERROR: the pickax switches hands between screenshots.
Could moonman have a moon-stunt double???
317  Feedback / Finished / Re: BLOCPK: REDUEX! on: August 04, 2013, 10:23:26 PM
Allegedly you can catch midair blocks.
318  Feedback / DevLogs / Re: moonman on: August 04, 2013, 08:56:04 PM
By all means! Terraria has nothing on your style.

Are those dotted-line blocks some kind of stone?
319  Feedback / DevLogs / Re: The Frankie and Monster king CUT THAT PROCRASTINATION SHIT OUT thread on: August 04, 2013, 02:04:36 AM
Happy Birthday to this thread.
320  Feedback / DevLogs / Re: M.I.N.T (Mecha, Infantry, and Tactics) on: August 04, 2013, 02:01:16 AM
I think ultimately the solution here is likely to give up on nice linear movement distances, and instead assign distance to be moved on the x/y axises to each frame in a given movement animation, along with a number of loops needed. This way the total frame duration to move from one tile to another is the unit's movement animation frame time total times the number of loops needed. This should also lead to tighter animation and movement in-game.

You're not that crazy, I went through an eerily similar process when I was coding my current animation library.
I had it so you would construct animations with an array of displacements, one for each frame.
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