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1076026 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 02:51:19 AM
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1781  Feedback / DevLogs / Re: Screenshot Saturday on: September 14, 2012, 06:00:17 PM


1782  Feedback / Finished / Re: Anodyne - A zelda-ish-kinda adventure on: September 14, 2012, 05:56:17 PM
bloop bloop bloop some updates

reddit screenshotsaturday

one of the musical things i worekd on today. i'm excited to finish this one:

http://soundcloud.com/seagaia/anodyne-go-wip-9-14-12

and this...mm.

1783  Community / Competitions / Re: TIGS Compo Idea Pool - Thread 2 on: September 14, 2012, 09:43:34 AM
i hate the world
1784  Player / General / Re: Inpsirational Wallpaper for Aspiring Game Developers on: September 14, 2012, 09:42:40 AM
THE THREE SCHOOLS OF THOUGHT
1785  Feedback / DevLogs / Re: MASKS on: September 14, 2012, 07:15:32 AM
So roguelike-ish in the gameplay?
1786  Feedback / Finished / Re: Anodyne - A zelda-ish-kinda adventure on: September 13, 2012, 11:17:27 PM
i give up

haha just kidding


no today i did a few fixes, mostly spending time at relatives, back home now. got to work on a little music, fix up the hub world, etc.

with regards to the demo, there's a few art things that need to be popped in, then we're gonna do a quick sanity check with our friends and then put it out probably over the weekend, send to press on monday/tuesday iono.
1787  Developer / Technical / Re: Source of choppiness with camera in flash on: September 13, 2012, 09:24:14 AM
Yeah I tried the int casting but that didn't help. I might post somethin here but we concluded it wasn't a huge deal., thanks for all the quick advice,.

Goshki, I'm surprised I completely forgot to look on the flixel forums, ill check that out. Also yeah its really weird when It's super smooth, it feels like the player is some weird sticker on the screen, about to fall off. O_o

Maybe you shouldn't make the player stuck to the middle of the screen?  I think the best results are when there is a dead zone in middle that the player can move around in, and when they get to some border around the edge the camera moves to track them, until they stop moving (in which case, go back to the dead zone in the middle of the screen).


Yeah, there's already a deadzone which helps things a bit, but I haven't tried panning to them on stopping of movement, I'll give that a shot. Will probably make things feel nicer, thanks!

 The flixel link ended up leading to some flixel-specific fixes that I think might have helped (I'll have to check with jon, he has a better eye for these things).
1788  Developer / Technical / Re: Source of choppiness with camera in flash on: September 13, 2012, 07:45:31 AM
Yeah I tried the int casting but that didn't help. I might post somethin here but we concluded it wasn't a huge deal., thanks for all the quick advice,.

Goshki, I'm surprised I completely forgot to look on the flixel forums, ill check that out. Also yeah its really weird when It's super smooth, it feels like the player is some weird sticker on the screen, about to fall off. O_o
1789  Developer / Technical / Source of choppiness with camera in flash on: September 12, 2012, 11:14:16 PM
First, our game logic is done on a 160x180 pixel screen, then scaled up 3x (by default).

The Flash screen FPS is 30, and I use flixel and its logic update is 60 fps (But I think its draw FPS is still 30).

In one of the areas in my game, the camera follows the player when it moves diagonally. The player animates smoothly, probably because its screen space coordinates aren't changing.

But the background seems a little choppy as it moves. It's hardly noticeable, but the background might say, move 2 pixels in one frame rather than 1, which gives this effect. My rough guess at this is because the game is scaled up with no interpolation (due to pixel art), so naturally the player velocity wasn't originally meant to sync up with draw calls - the camera follows the player, so the other sprites on the screen move not uniformly.

Is there anything to do to fix this? Changing the draw FPS to 60 makes it smooth but everything just becomes terribly awkward (the game feels too smooth).

My conclusion is there is probably nothing that can be done as it's just a result of scaling up a small screen and the player velocity causing the background to move some non-uniform amount on each draw call.

Or, maybe I'm understanding something terribly wrong. Any advice? It's not too big of a deal, but hey...
1790  Feedback / Finished / Re: Anodyne - A zelda-ish-kinda adventure on: September 12, 2012, 07:00:32 PM
ff6.

Art style just gives me that feel. Even down to the color schemes chosen. I might be the only one that thinks that Shrug

Regardless, I'm unusually excited to play this, whatever the reason is.

I sprinkled magic powder into the game design - it grips your soul with a slightly firm vice. sometimes.

Hmm, what's new. A lot of tiny good thing fixed for thr demo. Worked on a dungeon song. I have this urge to do some church choir thing for a later dungeon, dunno if ill follow through with that. At my grandparents atm so I can only do a little bit. Stay tuned , friends.
1791  Feedback / DevLogs / Re: Trixie Treasure on: September 12, 2012, 06:57:00 PM
I still believe in the power of the trixie treasure
1792  Feedback / DevLogs / Re: Chester on: September 12, 2012, 06:55:27 PM
I love world maps. This is a fun thread, too...
1793  Player / General / Re: what happened to indiegames.com? on: September 12, 2012, 11:04:38 AM
http://indiegames.com/2012/09/terraria_psn_and_xbla_port_com.html

Jesus christ, people are shitting on the Terraria ex-devs.
1794  Developer / Creative / Re: help, im new :D on: September 12, 2012, 07:40:39 AM
Hmm, weird I don't see it either on my phone.  Anyone else know good flixel tutorials? O could always walk you through the code I guess.
1795  Developer / Business / Re: Asking a friend to e-mail a press person they know on: September 12, 2012, 07:36:31 AM
Okey doke thanks, appreciate the help.
1796  Developer / Business / Re: Asking a friend to e-mail a press person they know on: September 11, 2012, 06:42:49 PM
Why not both?

Hmm, good point. Anyone else have thoughts on doing that?
1797  Developer / Business / Asking a friend to e-mail a press person they know on: September 11, 2012, 02:37:40 PM
Is this a good or bad idea? I have a few friends who know some press people and was wondering if it's generally seen better to e-mail the press directly or have someone who kind of knows them to pass along a recommendation to look at your game.

1798  Feedback / Finished / Re: Anodyne - A zelda-ish-kinda adventure on: September 11, 2012, 09:08:43 AM
News update just got posted to indiedb: http://www.indiedb.com/games/anodyne . Check it ouuut
1799  Feedback / Finished / Re: Anodyne - A zelda-ish-kinda adventure on: September 10, 2012, 08:34:51 PM
game works on linux now, got it to package with air 2.6

did some scripting and a lot of other things. roughed out a better boss song, which still isn't that great but i like it more.

demo time, demo time is soon. soon you will be able to play the demo. okay? okay. i hope you will like the demo, i hope you will like it and share it with your friends, maybe.

amtrak
1800  Feedback / DevLogs / Re: STEALER on: September 10, 2012, 04:55:53 PM
It looks great...
but where is Journey to Hammerdale! D:

Haha, Winged Doom you cannot win. No matter which project you work on it is the wrong one.

Keep up the good work!

It's ShinnyMetal's fault! When I heard his "Stealer Theme", immediately canceled the development of Journey to Hammerdale!!  Cheesy

Okey it was a joke)) Development of J2H is ongoing, but not so intense as a Stealer's dev - because J2H is much more difficult goal for realization.

And i do not want to win, i just do what i like :3



ooh, shinnymetal, that theme's super cool.
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