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1076052 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 05:26:14 AM
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1621  Feedback / DevLogs / Re: MONOLITH <<16.02.10 - Monolith Dev.Log Site Online>> on: February 16, 2010, 02:04:39 PM
I dont think so  Who, Me?

but then again, you might..b
anyway, I think the jim henson company will have too much fun playing to care.
they're only homages anyway.
1622  Feedback / DevLogs / Re: MONOLITH <<16.02.10 - Monolith Dev.Log Site Online>> on: February 16, 2010, 06:34:04 AM
Boss:

http://en.wikipedia.org/wiki/Oscar_the_Grouch
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.
Shocked:handclap:  Beer!
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.
1625  Feedback / DevLogs / Re: MONOLITH <<15.02.10 - Video 2, Alpha Release 3, and Audio News>> on: February 15, 2010, 05:30:08 AM
aw man, this game gets better and better each time I visit the thread. You guys are putting my productivity to shame!

(also, timbo, what's up with the constantly changing sigs?)
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! Screamy
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.
1629  Feedback / DevLogs / Re: MONOLITH <<12.02.10 - Zachs Sexy Face In Our First Video!>> on: February 13, 2010, 06:34:53 AM
Better logo, only problem is, that to me theres a bit of a clash of pallets. I think you either need to make the blocks more drab (like the janitor) or make the janitor more colourful.
1630  Feedback / Playtesting / Re: Jumpman iPhone, need beta testers on: February 11, 2010, 09:55:57 AM
I'd love to, jumpman was an awsome game and I have and ipod touch 2nd generation to play it on, if I can participate, my udid is: 3eff3b69ad3a5363c25c7a20674629a73a290609
1631  Developer / Technical / Re: I need recommendations on open-source audio libraries on: February 11, 2010, 09:32:56 AM
About paid libraries: even if you're not doing right now a commercial game, you will. And you'll have to re-learn to use an audio library again (or pay the license)

Unless it's really REALLY REALLY a convenience, I would skip them.
Thats a good point...
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.
1635  Developer / Creative / Re: Your biggest obstacle to create a game? on: February 08, 2010, 08:30:00 AM
I've discovered the biggest obstacle for me is now tf2. its mixture of fun and competitiveness makes it insatiably moreish.
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 Smiley we wanna fix up some other stuff before that so it should be implemented within the next few versions we release :D
Yay!
1639  Feedback / DevLogs / Re: MONOLITH [Test Build >>2<< Up For Grabs!] on: February 06, 2010, 08:01:34 AM
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...
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.
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