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1075932 Posts in 44152 Topics- by 36119 Members - Latest Member: Royalhandstudios

December 29, 2014, 04:17:34 PM
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1001  Hidden / Unpaid Work / Re: Small team looking for pixel artist (demo available) on: November 07, 2011, 07:02:14 PM
Just an update! Currently talking to several artists and one audio person  Grin
1002  Developer / Tutorials / Re: Writing an engine in C++ on: November 07, 2011, 03:04:20 PM
As I've been reading responses, I've come to realize that I really am more interested in making a game, not an engine. It's just that the word "engine" comes to mind when I think of programming without using a pre-made engine.

So I guess my question is more along the lines of how to write a game from scratch, in C++?

A 2D platformer, for example.
1003  Developer / Tutorials / Re: Writing an engine in C++ on: November 07, 2011, 12:00:59 AM
I just got a book on OpenGL, actually. And have been looking at tutorials as well.
1004  Developer / Tutorials / Re: Writing an engine in C++ on: November 06, 2011, 05:20:29 PM
Yeah, that's exactly what I was looking for. I assume that when you're smart enough to make one, you don't have to ask?  Wink
1005  Developer / Tutorials / Writing an engine in C++ on: November 06, 2011, 05:03:22 PM
Please remove this if has already been posted (I'm sure there was something similar on here  at some point).

I've only been programming for two or so years, but I absolutely love it. I would like to be pointed in the right direction when it comes to writing a game engine in C++.

(please no "make games, not engines"  Tongue)

This is more of a learning experience than anything else. My current game is being made in Game Maker, and will be finished in GM.

Hope somebody can help! I know that it is a huge task and that it takes a long time and a lot of knowledge, so the more info, the better!

 Coffee

EDIT: Holy shit, I guess this should have gone in the "request a tutorial" thread... It's such a large topic though, so I figure that this is ok.
1006  Developer / Business / Re: Satire on: November 05, 2011, 10:30:51 AM
I thought it would be neat to throw in weapons that resemble different games. I have a slingshot that shoots angry birds and things of that sort.

You should be able to know what they are and recognize them, but because we're basically weaponizing each game, we're not really stealing actually characters/concepts.
 
1007  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: November 05, 2011, 10:26:05 AM
It looks like they aren't doing a very good job, as of now.  Lips Sealed

EDIT: http://news.cnet.com/8301-27080_3-57319073-245/anonymous-says-facebook-attack-was-never-real/
1008  Developer / Business / Satire on: November 05, 2011, 10:22:16 AM
I'm sure that I could find the answer with a few Google searches, but I thought it was an interesting subject, so I'll thought that I would throw it out here anyway.

Is satire within games something that could go against copyright laws? For example, if I have a platformer and I think it would be funny to throw in a boss that resembles Bowser (but I don't call him Bowser), is that a problem?

What about other, more recognizable things? Like an easter egg Portal Gun in a shooter game? If it doesn't "look"  like Valve's, am I fine?

 Well, hello there!
1009  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: November 04, 2011, 11:31:48 PM
Maybe that's a good place to start then.

Pick a programming language and learn the basics: variables, scope, conditional statements, etc. Then apply that knowledge to what you find within someone else's GM code.

^And listen to John, I forgot about Derek's tutorials. They're pretty great.

EDIT: http://forums.tigsource.com/index.php?topic=3251.0
1010  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: November 04, 2011, 11:27:19 PM
I would say that it depends on the type of games that you are interested in. Maybe find a solid Mario engine on the Game Maker Community boards and dive into the code. Study, replicate, tweak numbers and see how it affects things, etc.

I have personally always avoided the drag and drop functionality and moved straight into code when approaching Game Maker.

Just my two cents.
1011  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: November 04, 2011, 10:01:46 PM
Very good point. Or it can just be part of the devLog when that is created. The demo is 60-70% done, code-wise. I'm just waiting to find an artist before I start showing it off.

 Shrug
1012  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: November 04, 2011, 09:35:48 PM
CHALLENGE ACCEPTED  Cool

I think the issue will be: "Can I find an artist who wants to design the pixel version of 100 guns?"  Concerned
1013  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: November 04, 2011, 08:45:07 PM
^YES
1014  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: November 04, 2011, 08:10:52 PM
how about a cannon that shoot out a panda bear that rampage and kill everyone, INCLUDING YOU Evil

and Inanimate, HAPPY BIRTHDAY!  SMB Castle Flag

We have one that shoots an egg that hatches on contact. The chick pecks as shit until it's shot by an enemy.
1015  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: November 04, 2011, 07:09:24 PM
 Epileptic
1016  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: November 04, 2011, 07:05:01 PM
It's a procedurally generated platform-shooter.

Think Spelunky had a baby with Metal Slug?
1017  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: November 04, 2011, 06:52:22 PM
Designing at least 100 weapons for my game  WTF

EDIT: Heck, give me ideas. Can be almost any projectile weapon. Have everything from an SMG to a slingshot that fires angry birds...
1018  Player / General / Re: Indie as a doorway to AAA on: November 04, 2011, 09:12:33 AM
Thought this may be of interest. Plus, it kind of fits into the realm of starting an indie company and then growing into a larger one (Naughty Dog's Andy Gavin).

Five-part blog post (rather lengthy) about becoming a game programmer.
http://all-things-andy-gavin.com/2011/08/29/video-game-programmer-why/

 Gentleman
1019  Hidden / Unpaid Work / Re: Small team looking for pixel artist (demo available) on: November 04, 2011, 09:06:31 AM
Just an update.

I'm constantly working on the code for this game. We are also reworking a bit of the design. It is turning out to be some kind of procedurally generated platform shooter w/ arcade influences.

Currently talking to one audio guy and one pixel. Feel free to ask questions, we are open to more help. Especially when it comes to art.
1020  Feedback / DevLogs / Re: The Archer on: November 04, 2011, 07:53:55 AM
@gabriel I'll test if your horde of testers is too small...

^This.

If you need a 743rd tester...I'm down.
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