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1034904 Posts in 41751 Topics- by 33344 Members - Latest Member: Lawlcopt0r

August 22, 2014, 07:40:59 AM
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1  Community / Jams & Events / Re: Global game jam 25. - 27.1.2013 on: January 16, 2013, 08:28:41 AM
I'm going to the one in St. Louis, had fun with the one last year.  These events are typically open to anyone willing to contribute something, so you shouldn't have much issue. 
2  Developer / Art / Re: 3D thread on: December 10, 2012, 10:47:36 AM
Yeah I don't really know much about using AO, I've never done it before. I constantly have issues with my lighting washing everything out, as it has here.

Do you have a style in mind?
3  Developer / Art / Re: 3D thread on: November 26, 2012, 10:24:08 AM


Reminds me of the first Max Payne and how they did their models

...good way to keep the polys down.
4  Developer / Design / Re: what do you think of this card game I made up? on: November 13, 2012, 11:24:45 AM
I think you have added a layer of indirection on the game of War, or maybe that game from Sherlock where he tries to out-think the taxi driver with the poison bottles.  This game would at least go faster.  There isn't much strategy here, everyone is of equal footing, except in this game of Russian Roulette, it takes (ah lessee, 1+2+3+4+4+4+4 = 22) 7 shots minimum for someone to die.

If strategy is what you are going for, maybe add a risk/reward mechanic?  Maybe certain tiers of cards are a shield block/bash?

My personal favorite game of dueling playing cards is spit, as it allows for strategy and is all out crazy anyway.  It too has problems, but it is at least engaging.
5  Developer / Technical / Re: Diferences between DirectX8/9 on: November 08, 2012, 05:01:19 PM
Err, they do?
They just don't package the updates D3DX stuff.

That is because they can't.
6  Developer / Technical / Re: Offset UVs in Editor, While Batching? on: November 08, 2012, 01:06:01 PM
Actually had to do this for one of my own projects!

The easiest way to change UV offset, as I believe you've figured out, is to modify the tiling and offset values for the texture shader in the inspector.  But you want each item/unit/prop to have it's own position on a sprite sheet, correct?  And even better, have it show on the editor? 

Gonna use C# here, but still mostly applicable to everything else...

If your objects are MonoBehaviors, one of the built in components is renderer.  Of the renderer, you are interested in renderer.sharedMaterial, and of that, renderer.sharedMaterial.mainTextureOffset and renderer.sharedMaterial.mainTextureScale.  These are Vector2 's that describe how a texture can be shown, modifying them in game or in the editor will result in the texture moving and stretching.    When actually running the game, you will want to go through renderer.material instead.  You can modify these values in game to do animations even. 

To get these changes to show up in the editor, you will need to make inspector script to modify these values and have them applied in the editor setting (using the sharedmaterial).

As for "Batching", look into prefabs
7  Developer / Technical / Re: Looking to learn C# on: November 08, 2012, 11:47:43 AM
structs are only immutable when accessed through a property

It's... slightly more complicated than that.  If you create an uninitialized struct, you can initialize through its properties. Otherwise, generally, yes.  In this way, structs would throw me in a loop because you get away with it once, but then the values don't change afterward.

XNA has not changed noticeably in the 4 years I've been using it. 
8  Developer / Technical / Re: Diferences between DirectX8/9 on: November 08, 2012, 11:39:42 AM
I'm merely pointing out that many versions of windows 7 do not package DX9 or before by default  Gentleman.

Steam forces every version of DX imaginable onto the machine, so you wouldn't have a problem there.
9  Developer / Technical / Re: Looking to learn C# on: November 06, 2012, 02:36:09 PM
When I learned C#, I learned through a trial-by-fire methology through XNA and its MSDNA pages, it isn't that hard of a language to use/learn as languages go.  Don't know if you want to roll that way though.  I used this tut some too: http://xbox.create.msdn.com/en-us/education/documentation

Structs are immutable, don't learn the hard way like I did.
10  Developer / Technical / Re: Newbie Question: DirectX and DXLibrary on: November 06, 2012, 02:30:52 PM
I believe Unity and Unreal have DX hooks as well, but they are kinda overkill for what you allude to doing.
11  Developer / Technical / Re: Diferences between DirectX8/9 on: November 06, 2012, 02:26:08 PM
The difference is big enough where the end user will begin to notice.  I would recommend using DX10 at minimum simply because Vista and later Windows versions do not contain DX9 or earlier.  DX9 is backwards compatible to aaabbbbbouuuuttt DX6 or so, while DX11 only goes back to DX10, and DX10 simply does not go back.  Running a DX9 game on Win7 will result in a lot of "missing .dll" errors, unless another game already forced DX9 on it, or you have the foresight to force it on the user.

This stuff is going to continue to change, so it would be best to say on the newer side of things.
12  Developer / Design / Re: Cleanly adding enemies to the screen on: August 29, 2012, 10:59:57 AM
My vote is to have some sort of culminating partcle-ish effect, to warn the player that something is about to appear there, then hurt the player if they are in fact there when the thing spawns.

...that, or telefrag.
13  Developer / Art / Re: Feedback for an indie game I've been working on for 2+ years. on: July 05, 2012, 07:56:58 PM
Ok, so...I like what you have done here.  It is a really good concept, and I really hope you see it come to fruition.  The picture is just the right color, and every character has personality and looks awesome.

However, this is my first response to that first picture:

...It's too much.  If that was all animated I would probably get motion sick.  I recommend sticking to a more zoomed in view, or shade some to differentiate the background from characters. 

Otherwise, awesome.
14  Developer / Design / Re: Do players still like to see leaderboards in games on: June 17, 2012, 08:54:30 AM
Funny you ask, but the SpaceChem guys just released their postmortem and they arrive to a sentiment that I agree with.  That is:

1.Getting your name at the top of the leaderboards is a fantastic incentive for cheating.
2.For most players, the only thing a global leaderboard manages to tell you is that you suck (and not even by how much).

They sidestepped the idea by including stats on where you fall based on everyone else (in bar chart form). 
15  Developer / Art / Re: Inspiration for weird enemies on: June 08, 2012, 12:15:43 PM
Here is the last set of things to freak me out.
They're all good, just choose some and run with it.

I think these stories work because of the things left unsaid.  Those stories don't come with any explanations or nice summaries at the end, you know what the character knows.  Working that into monster design, your monsters could suggest something worse is going on over what you see.  An actual example would be this the abstract daddy from Silent Hill 2.  The first glance comes with it's own shock and horror from aesthetics alone, but then unsettling questions creep in.  Was he always like that? Did someone DO this to him? Is that his skin? If it isn't, than whose?  Why is he attacking me? How does he see me?!

Your silhouette style actually is a step in this direction, but right now it looks more of the happy(er) Insanely Twisted Shadow Planet.  That game is so dark, it's goofy.
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