|
1623
|
Developer / Technical / Re: The happy programmer room
|
on: February 15, 2010, 12:18:49 PM
|
I've just hooked up the renderer to the physics engine which I took 2 months to write, without testing it, only to find that it works perfectly.
 :handclap:  Thank you, I was getting quite demoralised over how much work I had put into it, given that I didn't even know whether it worked.
|
|
|
|
|
1624
|
Developer / Technical / Re: The happy programmer room
|
on: February 15, 2010, 06:40:22 AM
|
|
I've just hooked up the renderer to the physics engine which I took 2 months to write, without testing it, only to find that it works perfectly.
|
|
|
|
|
1626
|
Developer / Technical / Re: Games that last
|
on: February 14, 2010, 04:30:53 AM
|
everyone starts writing their web games in JavaScript. Are you... joking? Please tell me you're joking. That's too horrible to contemplate!  With html5 canvas and processing.js, thats not too much of a stupid idea...
|
|
|
|
|
1627
|
Developer / Technical / Re: Games that last
|
on: February 13, 2010, 06:45:40 AM
|
|
I agree with parthon, using reusable code and libraries like opengl seems to be the way to go. Although it sounds bad, the majority of opengl tutorials I come across are over 10 years old, and still work. Generally also, developing for a computer, instead of a console or portable device will almost certainly guarantee longevity, as most pc OS distributors attempt to make sure older programs will still work. Developing for something like the iPhone however, will probably not grant longevity for your code as the life cycle and general changeability of portable machines means that the creators of them do not often take steps to ensure that legacy code works.
|
|
|
|
|
1628
|
Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name
|
on: February 13, 2010, 06:39:45 AM
|
Inki
For a friendly game development suite, with a cute four-legged "octopus" mascot.
I've planned to use that name for this for quite a while; however, I'm having some doubts. While the suite will be designed to be easy for people completely new to making games, it will also be specially equipped for more serious developers who are good only in particular fields (programming, art, music, level design, etc.) or even all fields. I am going to take 'Convention over Configuration' to the highest level I can get it to, making it easy for beginners to realize their ideas, while maintaining a huge amount of flexibility to satisfy the experienced perfectionist.
I'm having doubts about the name 'Inki' because I'm afraid that it'll scare more experienced developers away, making them think that because it has such a cute name, it is probably just for beginners and not very powerful. I definitely do not want it have a very edgy name, either. I want the name to strike a fine balance between 'friendly and approachable' and 'flexible and powerful'. 'Inki' may just be that and I may be just imagining that it is not, but I'd appreciate it if I got some extra input. What do you guys think?
This is not just some random idealist idea without any meat, by the way. I've been designing and planning and ironing out the designs and plans of this for over half a year, and trying to program it for about as long. I don't have much at all to show for it as I've run into many bumps along the way (including remaking the whole thing half a dozen times, interpersonal issues, and recently college), but I feel that my ideas are very robust and still very much believe in this project so I hope to get this made eventually.
I think the names good, but I agree it might scare away more experienced developers. Why not have a more hardcore version of it, called something like Ink-jet or something, or Ink cloud. Now that I think about it more, just plain Ink might be a better name, as for me it conjures up ideas of fountain pens and writing on parchment, which I'd associate with the creative process of making a game.
|
|
|
|
|
1632
|
Developer / Technical / Re: I need recommendations on open-source audio libraries
|
on: February 09, 2010, 02:58:30 PM
|
|
Back to the topic of audio libraries...
although it is not open source, why not have a look at fmod? I've never used it and dont know much about its features, but quite a lot of bigish games use it and it has a free licence for non-commercial use, so it might be a good choice...
|
|
|
|
|
1633
|
Developer / Art / Re: Animation critique thread
|
on: February 09, 2010, 02:56:37 PM
|
|
Thanks for the advice, I'll go over the shoulders and take a look at some of the reference when I get a bit of time. I tried to find a bit of good overhead reference beforehand, but I couldn't find much, which didn't really help much. I suppose, like melly said, that as they're not that common, I probably wouldn't be able to find many anyway...
|
|
|
|
|
1634
|
Developer / Art / Re: Animation critique thread
|
on: February 09, 2010, 07:26:12 AM
|
Great, a thread to help with animations! I've got somthing I think I need help with (if its not too presumptuous to ask) how could I improve this animation/sprite in general?  I'm not too sure about the legs, I think they're a bit too short, and I'm not happy with the feet either... anyway, any help would be much appreciated.
|
|
|
|
|
1636
|
Developer / Creative / Re: While You Work
|
on: February 07, 2010, 06:36:39 AM
|
|
I've found the pc gamer podcast to be pretty good (although occasionally nsfw though). It covers mainstream gamers from more of a players perspective than most reviewers, and they acknowelege the existence of indie games more than other review teams, for example they talked a lot about captian forever quite a lot last episode. It's generally good.
|
|
|
|
|
1637
|
Developer / Art / Re: show us some of your pixel work
|
on: February 07, 2010, 06:28:51 AM
|
I've had so much trouble drawing well-shaded, cratered moons. I like yours. look at some real pictures of the moon (<----) it should help loads...
|
|
|
|
|
1638
|
Feedback / DevLogs / Re: MONOLITH [Test Build >>2<< Up For Grabs!]
|
on: February 06, 2010, 12:58:50 PM
|
how about making the camera follow the player? on the build I played as soon as you got to the top your character dissapeared until you fell through a hole...
That's on it's way  we wanna fix up some other stuff before that so it should be implemented within the next few versions we release :D Yay!
|
|
|
|
|
1640
|
Developer / Technical / Re: Physics and Java. Argh.
|
on: February 05, 2010, 03:12:13 PM
|
|
to use box2d you need to compile the source files given into a library then link that, and include the box2d source in your game. I'm not sure how you do this in dev-c++ but I've done it in visual studio and its probably more or less the same.
|
|
|
|
|