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2301
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Feedback / DevLogs / Re: Megabot 3D
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on: January 16, 2012, 06:32:58 PM
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Man, I played the original MEGABOT years ago. It was pretty hard, if I recall. I hope you continue with this one, man - it's looking pretty good.
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2303
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Feedback / DevLogs / Re: CraftStudio - real-time collaborative 3d game-making tool
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on: January 16, 2012, 06:22:25 PM
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I'm having second thoughts about naming people making stuff in CraftStudio "users".
Spectactors, admins & mods are fine because they actually describe what those people can do. Any idea what would be the right word for people-who-can-actually-edit-the-game? Designers? Editors?
Those sound good. Or "Creators".
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2304
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Feedback / DevLogs / Re: Terratroid - Open-World Sci-fi TDS
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on: January 16, 2012, 06:19:18 PM
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Heh, so you made a thread for your entry, huh? Well, I've seen your videos, and this is turning out really good. I hope that you finish it - I like the idea and the graphical style. Could be really cool, especially if you were to put it online. 
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2306
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Feedback / DevLogs / Re: Soldier Of - 3D GBC-Styled Action Adventure Game
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on: January 16, 2012, 03:16:31 PM
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Thanks, guys. @helgravis - I actually have implemented that into other games before, and I like how it feels and looks. However, I think that it would be more work and less easy to play to work with that concept than to make it a fixed perspective game. So far, down is always 'south', so to speak, so you would never need a compass or get lost. However, that can happen if you twist the view. Also, you could never 'hide' items behind scenery or areas, as you can always just turn the view around. Thanks for the suggestion, though - I really appreciate that. I posted again on the IndieDB page. Did some work with the enemy guard AI and have it to a somewhat playable state - they follow you around (not really around obstacles). Now, thinking about it, I could have it where the player will drop nodes (or I could just place them) and the guards navigate using those nodes (I've done node-based pathfinding before), but I think that might be more work than it's worth, at least for right now. The AI has yet to fire at the Player, so that's something to do. However, in good news, I've finally got it working where there are no more 'Weapon' and 'Sub-Item' keys - just 'Item Primary' and 'Item Secondary'. Now, you can equip whichever items to whichever keys - a flashlight and grenades, a targeting system and jump-boots, whatever! One 'puzzle' in particular that I have in mind will require this. Now it's on to actually making the equipment menu GUI, which is starting to be a pain. I'm gonna have to figure out a nice way to navigate through it... Maybe I should make a separate function for it rather than trying to smush it in with all of the other GUI code...  EDIT: Oh, and I pulled the camera out a bit to make it easier to keep a target tracked, as well as use your weapons at distance.
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2307
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Feedback / DevLogs / Re: moonman
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on: January 16, 2012, 02:20:20 PM
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last one!
Funnily, I saw it too. The last one is that neon green that screams, "MOONMAN".
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2308
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Feedback / DevLogs / Re: Project access rules & roles
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on: January 16, 2012, 02:19:15 PM
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I'd say just the whiteboard's necessary. It's not like you can bring in models from Blender or anything (can you? :O). By the way, awesome implementation so far - I look forward to this becoming mature, and I'm pretty sure I'll buy access when it's available. I would give a suggestion of the ability to lock certain assets with a password - this way, only some things (non-important things) can be 'grief-able'. For example, you might make a game about a ninja, and password protect just the ninja. Anyone can edit and change anything about the world but that one ninja. That one ninja is secure. __________ | | |  | |_________| LOL So that way, the project can be open, but not totally destructible.
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2309
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Developer / Art / Re: show us some of your pixel work
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on: January 16, 2012, 07:05:56 AM
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Oh and SolarLune, that's a pretty dope sprite. I love the pose. What is it for, a game of yours?
Awesome animations, man. Really well drawn. The sprite's just a portrait - maybe it'll go in the title screen. It was based off of the character in my signature at the bottom - he's in a game called Soldier Of.
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2310
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Feedback / DevLogs / Re: Another Thursday
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on: January 15, 2012, 10:56:02 PM
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THIS VIDCON IS GONNA HAPPEN!!
Yes, please make sure it does. It's looking quite interesting. PLEASE continue.
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2311
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Feedback / DevLogs / Re: moonman
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on: January 15, 2012, 10:52:21 PM
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Hmmm, I honestly don't get much of a 'wood' vibe from that.  Agreed. Maybe the tiles should be striped, like planks of wood (or the trunk of a tree).
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2312
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Developer / Art / Re: show us some of your pixel work
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on: January 15, 2012, 10:27:32 PM
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@Ashkin - Cool pattern... That should be a 1-pixel stealth game. @Flame - Very artistic. I think the grass could be 'shorter' - the sky is awesome. Although, I think the squares could be blended together more. Awesome drawing!
EDIT: Image deleted.
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2313
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Developer / Art / Re: show us some of your pixel work
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on: January 15, 2012, 07:45:33 AM
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 Running dog.  Mind doodles. @Ninto - Weird stuff. Interesting, though.  EDIT: This got paged: Rock texture, I am pixel art beginner so any comments are welcomed :  The original texture is 16x16. Looks pretty good. You can see the lines where the tiles meet - try making some rocks that are 'going in' one edge and 'coming out' the opposite one.
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2315
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Developer / Technical / Re: Game Engines for Indie Developers
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on: January 14, 2012, 08:16:49 PM
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If you're new to game development and design, I would either go with Game Maker or Stencylworks. Currently, Stencylworks is a lot like Game Maker, but for Mac, and is more capable in terms of the visual programming language.
Note if it wasn't clear-- Stencylworks is mac or windows. Oh, heh, yeah - Stencylworks in Mac or Windows. Also, Stencylworks makes Flash games, so (I think) it's got more cross-plaform compatibility possibilities.
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2317
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Feedback / DevLogs / Re: Soldier Of - 3D GBC-Styled Action Adventure Game
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on: January 14, 2012, 01:23:44 AM
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@eigenbom - Heh, the BGE's pretty cool. Pretty small update now. I updated the IndieDB page with some more info and quasi-programmer code. :p I've got joystick functionality working, and I've fixed a little bit of the jumping mechanic. It was a little sloppy - now it's pretty tight in most places. It felt pretty fun to run around with the gamepad. :D An issue that may arise is whether I should continue with diagonal movement, or have classic 'one of four directions'-styled movement. A gameplay demo should be coming soon so that I can get some feedback on this. Also, I uploaded the BGM to my SoundCloud account so that you can hear it correctly without the audio cracking. You can hear it here. So, that's it. I'm probably going to have to do something more major next, since I'd like to have something like enemy AI up soon...
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2318
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Feedback / DevLogs / Re: moonman
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on: January 13, 2012, 08:08:52 PM
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Moonman seems definitely darker this time around than before. The eagle's a little hard to see, being so close to the background, so I would either change his color, or change the background. Having yellow mountains and underground areas might be helpful to differentiate between shapes. Also, I think it should get darker underground (just the background tiles, perhaps) - add a darker color.
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