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877595 Posts in 32868 Topics- by 24310 Members - Latest Member: Muzuh

May 20, 2013, 12:02:50 AM
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1  Developer / DevLogs / Re: PRMCA (placeholder title) on: May 19, 2013, 06:26:16 PM
good track man, I really dig when you post them up.

thanks dude!

made some fanart for ur game. i hope u lyke.

</monalisa>

thx kurt
2  Developer / DevLogs / Re: PRMCA (placeholder title) on: May 19, 2013, 03:41:21 PM
thhought of some things, programmed some things yesterday - so okay progress. found out there aren't really many blend  modes with nme cpp target?? guess we'll need to get creative (though i suppose we could do it ourselves at the haxe level but it might be slow?)

^^^^^^^ you can always play withthe screen buffer like winnose :~)

the lack of blendmodes made me sad thoughh




yeah it kind of blows, but i guess this means we get to find creative workarounds? or maybe we'll be okay with small lighting that's hardcoded (though that seems painful..)



was working on this song.

https://soundcloud.com/seagaia/cliffredux-2-wip

i like where it's going. might make it less muddy but it's kind of a nice effect. i don't know where it would go yet but it's kind of the mood of the game in my head right now


-----
hopefully will program today~~~
3  Developer / Feedback / Re: Foam on: May 19, 2013, 03:27:03 PM
It looks like great idea. But you should fix that resolution problems.
For me, everything was really blured Waaagh!

The last post was about a year ago, I don't hink he's going to fix it
4  Developer / Feedback / Re: Foam on: May 19, 2013, 08:15:50 AM
someone mentioned this on twitter, worth having others see. played for a bit, lovely atmosphere. a lot of useful material here for those looking to do some interesting world building for their games, similarly to yume nikki an those sorts of things..
5  Developer / DevLogs / Re: Canvasser on: May 19, 2013, 08:13:36 AM
The link is mistyped. playing now though!
6  Developer / DevLogs / Re: PRMCA (placeholder title) on: May 18, 2013, 09:16:54 AM
thhought of some things, programmed some things yesterday - so okay progress. found out there aren't really many blend  modes with nme cpp target?? guess we'll need to get creative (though i suppose we could do it ourselves at the haxe level but it might be slow?)
7  Player / General / Re: The "Why the fuck is there 1700 guests viewing Minecraft" thread! on: May 17, 2013, 11:09:06 PM
analytics


         ||||||ETCEtERA A LOT OF HITS

          | |||
         |
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0 0 0 0 0 999999999
hits

8  Developer / Feedback / Re: Minecraft (alpha) on: May 17, 2013, 11:08:02 PM
what the hell ist his game
9  Developer / Art / Re: Make your own Vexon! on: May 17, 2013, 11:09:30 AM
453443ghz'l;t; tk43
10  Developer / DevLogs / Re: PRMCA (placeholder title) on: May 16, 2013, 10:10:01 PM
insecurities on level design, as usual. I need to try harder with utilizing the core mechancis of the game
11  Developer / DevLogs / Re: PRMCA (placeholder title) on: May 16, 2013, 03:50:06 PM
more progress. I added info on what the game is Smiley finally, right?



will do more tonite ~~~
12  Developer / DevLogs / Re: PRMCA (placeholder title) on: May 16, 2013, 12:25:11 AM
okay updated the front post for what the hell this game is.
13  Developer / Business / Re: Is it wrong not wanting to make money from games dev? on: May 15, 2013, 11:10:56 PM
I don't really know where I fit in with freeware vs commercial. I've been "programming" for years in GameMaker using D&D, and I've made a few weekend projects, but now I'm working on my first full game that I'm planning to sell to pay for (at least part of) college costs. I kinda feel like I shouldn't be selling this game, since I'm no Notch, Jonathan Blow, or Phil Fish (lol). I'm not an amazing programmer, artist, or musician. I'm not even outta high school yet! Is this feeling normal(ish)?

Don't compare yourself to indies that have made it big. Skillsets vary wildly, I'd wager that their games are just as good as many other games that don't make money - they're just entrenched in the community (blow), extremely lucky (notch) or amazing marketers (fish) who additionally happen to make marketable games.

if you want to go commercial, go for it. only you can decide.

just know that by going commercial and wanting to make a living, there's a whole world of work you need to deal with: press releases, timing, marketing, building a fanbase throughout development. (you can't just release a game and expect it to sell, 99/100 times it won't).

well, you finished games so that's really good. now maybe try joining some communities and try to meet artists - you can probably get by with contracting out music (as much as I like music and write it for my own games, it's mostly an afterthought for most, most musicians aren't even considered co-creators of the game)

look at other indies who went commerical, see what they did for marketing. find what works for you, take risks, it's money so things are inherently risky...good luck!
14  Developer / DevLogs / Re: PRMCA (placeholder title) on: May 15, 2013, 10:12:02 PM
A game in development by
Sean Hogan
Jonathan Kittaka
Who last collaborated on Anodyne.


I think it's best to explain from different perspectives and then combine them - a lot of this explanation will be unnecessary once we have some sort of demo/trailer/pics, but for the time being it'll be a lot of words.

Mechanics
A sidescrolling adventure, where health has been modified to be a sliding scale between two energy types, and the only item is a shield which points in four directions. Reaching 100% of either energy type causes you to die in an amount of time unless you get the other energy, so the areas are designed around this idea of balancing the two types in a platforming context (there is wall jumping). There are no other items or upgrades, but there are some forms of collectibles/hidden thingies (not for story progression).

The game pacing/structure is similar to Anodyne, but broader at each stage, i.e., linear for a little bit, and then there is some freedom at what to do next, story event, opens up some more places, revisit some place,. I don't plan on having collectibles needed to finish the game.

Gameplay takes place in three worlds - a large fantasy reoccurring-dream-world, "real life", and then daydreams/thoughts of the real-life protagonist. The "dream" and "daydreams" have the same gameplay, just level design will be a bit different. Real life is just walking about places for context on the main character/daydream/thoughts sequences. The perspective is all sidescroll except for the world map in the dream.

The gameplay consists of moving about interconnected sidescrolling areas with aforementioned mechanics. Between these sets of interconnected areas is a world map (similar to Golden Sun) used to help us make smoother transitions between the differences in visuals/etc, give a sense of scale, etc.


Story
I'm going to be vague to not ruin too much.

It follows the events of "real-life" character Even, and her reoccuring dream world of (unnamed), a woman who works on maintaining power plants around her world which help to power her town.

Stuff happens to Even and the dream character. Smiley At some level of abstraction even's events influence the ideas from the dream world.

art/music

whatever it takes to convey the feel we want. HAHAHAH VAGUE oaky

we'll let the music/art speak for itself later through relative media or a demo. No art yet, a little music start (see my tindeck or soundcloud).

It'll probably be late-SNES era in terms of general aesthetic feel.

ok

that's the idea. Jon and I have a lot figured out on the world, little details we probably won't explicitly say but are necessary for working on levels and the story. I've been working on the engine stuff, game entities as needed, as well as working on designing some levels. did a little music so far. jon will be ablet os tart working more once he graduates in a few weeks (I'll be graduating too).

our roles are prettty much the same as anodyne, but jon has been helping more with game design/story (where as more of that was in place with anodyne when Jon joined).

out side of the game, it will be moddable for making user-created quests, stuff I'm not sure about is cutscene support  - other stuff - tilesets, areas, dialogue,e tc is supported. So maybe sorta like knytt stories in that respect, but the primary focus is still the main game. game should be relatively able to be easily localized as i've programmed it so far.

-------------

platforms : windows. probably mac/linux if i can compile on them.

WHAT ARE YOU USING: in-house editor, HaXe Flixel, flashdevelop, REAPER, photoshop, GIMP, graphicsgale
15  Developer / DevLogs / Re: PRMCA (placeholder title) on: May 15, 2013, 09:59:18 PM
this screenshot is zoomed out at 1x (gameplay is 2x zoom


 Epileptic
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