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1076010 Posts in 44157 Topics- by 36123 Members - Latest Member: gas13

December 30, 2014, 01:11:46 AM
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841  Feedback / Finished / Re: BLOCPK: REDUEX! on: July 05, 2013, 01:21:48 PM
Plz make it so throwing the crate hurts enemies AND TEAMMATES !
842  Developer / Design / Re: Why do you play [insert game name here]? on: July 04, 2013, 02:18:01 PM
Those are mainly games of my childhood , and they entertain me until now !

I got an Blink for gems

Pokemon Mystery Dungeon ; Tower of time

To be honest , it's the only part of the game I like , probably because it's long (50 floors!) and exhausting , also , it's imprevisible ( Example ; Monster Rooms A.K.A 20 monsters that follows you and Room Generation) and belly meter makes it even more exciting by introducing panic (hunger , each move you do removes some of your life) .

Megaman Starforce Serie

Played all of them , mainly because of the fast-paced battle system that becomes chaotic as hell in boss fight , and Capcom made it even more chaotic by introducing noize and connection to the Meteor Servers , making you a Badass Space Ace or Joker and giving you the opportunity to play some X cards

Mario Galaxy & Mario Kart

I don't even need to explain why  Wink
Mario Galaxy was a mindblow for my little brain of 10 years old , and Mario Kart was just plain fun in multiplayer , even if I always loosed

Cheers !

Offtopic;
Makes me remember , I was playing Wii Sports and swinged the wiimote while playing Tennis , then , the wiimote flew and landed behind the sofa , hurting no one in the process . That's why you should attach your wrist strap , kids !

843  Feedback / Playtesting / Re: Floater on: July 02, 2013, 02:27:23 PM
You did this in 1 night , I feel I'm too lazy  Embarrassed
844  Feedback / DevLogs / Re: Daedalus on: July 02, 2013, 01:59:34 PM
It looks amazing , the lights make the game atmospheric in a strange but lovely manner ( Did that even seem right ?  Apoplectic )

Looking forward to this one
845  Feedback / DevLogs / Re: Lovers in a Dangerous Spacetime - New Screenshots on: July 02, 2013, 01:40:25 PM
I'm completely in love with this game  Kiss

I searched for a devlog of it everywhere !  Waaagh!

You guys are walking on a jewel and I'm glad I found this post today !
846  Hidden / Unpaid Work / Re: Eva Project on: July 02, 2013, 01:29:28 PM
You guys are awesome . Thumbs up for the wizards
847  Player / General / Re: Happy Birthday to Yu on: July 02, 2013, 06:20:34 AM
im far too self absorbed to care about somebody elses birthday

We're two then

However , I would be delighted to gift you a birthday Sandvitch if you lived near Dustbowl

You can always ask Gabe for some pizza ...
848  Developer / Technical / Re: Dungeon Generation Algorithms ? on: July 01, 2013, 05:57:50 PM
Mkay ,

I got an idea behind my head , if it doesn't work , I'll get back to you guys

Thanks
849  Developer / Technical / Re: Dungeon Generation Algorithms ? on: July 01, 2013, 05:45:57 PM
I did so actually  Concerned

But I couldn't find a way to remove overlapping , and here I am !
850  Developer / Technical / Re: Dungeon Generation Algorithms ? on: July 01, 2013, 05:24:31 PM
*wink* still hard.

Sometimes , turtles scare me , and not mutant ones ...
851  Developer / Technical / Re: Dungeon Generation Algorithms ? on: July 01, 2013, 05:18:49 PM
@Graham

Oh , I see what you meant , AND noooo ... nonononono , I'm using pre-made rooms and sticking them together , that's all !

Damn , Getting the terrain generation in that fashion is just plain hectic , I would understand a generation like minecraft and such , where random primes , but with a metroidvania, it's impossible to get that excellent level design with random generation . removing some exceptions
852  Developer / Technical / Re: Dungeon Generation Algorithms ? on: July 01, 2013, 05:07:26 PM
Thanks for the tip , but that's something you learn when you are small

I can't say I'm great , but I can say that I got enough experience to tackle this subject

As for now , I'm only trying Procedural Content . I'll take me way more time to get to "GOOD" Procedural content , as it takes a lot of refining to get to that stage ,

But I'll keep you guys informed about my stage

-A reply has been posted while you were writing-

Sure !

No more need to fight over a subject like this

Anyways , Thanks for input !
853  Developer / Technical / Re: Dungeon Generation Algorithms ? on: July 01, 2013, 03:07:10 PM
Well , you'll be seeing a goldmine soon then !

Also , yeah , I'm just messing around with it for now ... but soon I'll put it in my game , and you'll be able to see

also , you aren't me and people aren't me , you can't compare me to others without even knowing me ...  Wink

Sorry for being harsh , it's just that I don't like people comparing me to others

I'll keep you tuned in about this project , don't worry !
854  Developer / Technical / Re: Dungeon Generation Algorithms ? on: July 01, 2013, 03:04:20 PM
@Graham

I took that as an insult

And yes , I already made a generator , Even 3 I say  , I made a topdown dungeon generator , but I want to take it one step bigger by making a metroidvania dungeon 2d platformer generator , also , I already made one that generates rooms and such , but that doesn't fix overlapping rooms , and now, I'm working on one with the overlapping problem removed ...

seems like this thread is resolved

Also , I never asked on how to make one , I asked about algorithms that other people made , maybe you misurstood it ...


Edit : on the bright side , you'll be seeing a devlog soon !
855  Hidden / Unpaid Work / Re: Eva Project on: July 01, 2013, 01:40:32 PM
To all the under aged kids that are fishing comment for an answer keep dreaming.

Oh well , I'm out then Shrug

Otherwise , if you want more attention , you should really show some actual gameplay

Ye know , 1 image = 1000 words !
856  Feedback / DevLogs / Re: Carousel on: June 29, 2013, 05:13:03 PM
in other news, I really hate stairs!
-pic,yo!-

I can feel you pain mate  CryHand Metal Right
857  Developer / Technical / Re: Dungeon Generation Algorithms ? on: June 29, 2013, 01:57:17 PM
Not what I mean , taking note that each rooms are pre-made so , doors are also pre-placed , let's say ; room A has a left exit , so if B is at the left of A , A may not be able to place a room because B is already overlapping any of the possible rooms that can be placed at that spot

Also , I might add that the generation will be linear , so each room has a main exit and a main entrance , all other exits are subroutes that lead to secret areas , but for now , let's dismiss thee subroutes

@BleakProspects
858  Developer / Technical / Re: Dungeon Generation Algorithms ? on: June 29, 2013, 01:22:16 PM
@BleakProspects , the problem here is that if the room fits just right BUT has doors , there's no possible rooms to place , it will therefore not place rooms and the player will see a big wall at the place of another room

859  Developer / Technical / Dungeon Generation Algorithms ? on: June 29, 2013, 11:12:09 AM
Hey everyone ,

I'm making a dungeon generator , and I'm getting stuck a bit in the "Generator" Part Tongue

I want to make a generator that assembles pre-made rooms to make some dungeon , and I am therefore looking for some algorithms that handles the overlapping problems and give us some nicely done dungeons that looks like this !



... or this !



Suggestions are welcome !

DISCLAIMER ; I am not making a metroid clone in any circumstences
860  Feedback / DevLogs / Re: harvest moon clone THAT DOESN'T HAVE microtransactions for PC and NOT ouya on: June 28, 2013, 06:34:20 PM
me?

Mighty Turtoise Rangers , to the rescue Ninja
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