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1075755 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:37:27 PM
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301  Feedback / DevLogs / Re: Painters Guild on: December 19, 2013, 03:17:03 AM
Thanks, I'll try Scout.

What really annoys me is that sometimes it works fine and sometimes it leaks horribly, even though I make no changes to anything.
302  Feedback / DevLogs / Re: Painters Guild on: December 18, 2013, 06:38:06 PM
I was turning off my computer when I realized I left Painters Guild running while I ate dinner. The game was really slow, there was clearly a memory leak. I ran lots of stress tests and found out that it slowed down after 700 patrons came in and out. I put some cleaning up code to make sure the garbage collector removed all their stuff and things should be fine now, it will just require a bit more work to make sure it's the same for everything else (especially those icons that painters produce when painting).

Edit: When I save in another file the exact same code and exact same everything, the leak shows up again.  Tired
303  Feedback / DevLogs / Re: Painters Guild on: December 18, 2013, 05:16:16 PM
The furniture placing sounds like enough customisation to me. What do you mean by 'run out of time'?

Oh, just that the day is over and I gotta sleep.
304  Feedback / DevLogs / Re: Painters Guild on: December 18, 2013, 03:59:14 PM
Thanks! You can place furniture anywhere. Building won't be very customizable (walls, floor, etc) - you won't be able to place walls where you want but there will be some way to expand the guild. Mobile isn't the focus right now, but we'll see.

Previews are now dynamic too.



I just need to put that 2x2 canvas size in the game, as well as the 1x1 canvas (currently there's only 1x2 and 2x1, as you can see in the gif). It's an easy addition though, it's just that I've run out of time.
305  Feedback / DevLogs / Re: Painters Guild on: December 18, 2013, 03:13:33 PM
I coded a lot.

New patrons added. Still working on their spawn rate, need to add weights and loop.



Painting difficulty is now dynamic.

Painting price is now more dynamic, depends a lot on difficulty.

Work required is now dynamic. Depends on difficulty and painting size.

Size is now dynamic. Just need to make the preview dynamic too.
306  Feedback / DevLogs / Re: Painters Guild on: December 18, 2013, 01:14:30 PM
Working on new family patrons based on Renaissance portraits: Beatrice d'Este, Lorenzo de Medici and Bianca Maria Sforza.

307  Community / Competitions / Re: Ludum Dare 28 — December 13th-16th, mark your calendars! on: December 18, 2013, 12:43:59 PM
My Entry:



CUOP DO SACI

It's based on QWOP, but with only one leg (Saci is a brazilian mithycal creature http://en.wikipedia.org/wiki/Saci_(Brazilian_folklore))


http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=15043

Had waaaaay too much fun developing this one.

BTW, Saci is not supposed to move like that GIF, I didn't even know that was possible do flip like that.

oh my god this is huehuahuehuehue br
308  Feedback / DevLogs / Re: Painters Guild on: December 18, 2013, 12:43:23 PM
Any better?



I'll keep it like this for now and work on something else. There's a lot to do.
309  Feedback / DevLogs / Re: Painters Guild on: December 18, 2013, 12:18:40 PM
Thanks guys, I'll try that.

I'm thinking of, in the addition of the free web version of the minigame, releasing a desktop version for $1.99 with half the money going to charity. The goal is to let me assess how many of the views might convert to purchases and gain experience with direct sales. Since the minigame is about spreading the word and not about making money, I can give half to charity (a move that should also help spread the word).

Also have to make a promo painting/wallpaper of the Mona Lisa being painted in first person. Man, I wish I was more people.
310  Feedback / DevLogs / Re: Painters Guild on: December 18, 2013, 09:47:36 AM
Thanks! I tried redoing the sad face:



Does it look better? I don't think I'm getting this right.
311  Feedback / DevLogs / Re: Painters Guild on: December 18, 2013, 09:06:56 AM
Will there be consequences for refusing their requests ? Is it worse if you just leave the patrons there until they get mad ?  Ninja

Yes and yes. Either way you lose the favor of the patron type (the Church in this case), but if you refuse you lose less than if you leave them waiting.
312  Feedback / DevLogs / Re: Painters Guild on: December 18, 2013, 08:44:33 AM
Patrons now leave disappointed if you refuse their request. It's not as bas as taking the request and not finishing it in time, which makes them angry.



I should remove the shading on the blue face and make the outline more subtle.
313  Feedback / DevLogs / Re: Painters Guild on: December 18, 2013, 07:09:46 AM
My news post on IndieDB about the game's bibliography was archived due to not enough pretty pictures.

I personally think that's kinda dumb, but whatever.
314  Feedback / DevLogs / Re: Painters Guild on: December 17, 2013, 05:26:00 PM
I began working on some tooltips but it's not gonna be that easy.
315  Feedback / DevLogs / Re: Painters Guild on: December 17, 2013, 03:21:00 PM
New patron added: Franciscan friar. This should be the earliest (and poorest) church patron. Need to add dominicans and other church variations, make the richer ones come only after you have some prestige, and make their requests dynamic (richer = harder).



I'm probably ditching the patron division I had previously (Church/Merchants/Nobility) because it makes little sense historically. I'm changing it to Church and Family, perhaps with some family dynamics because they were mostly rivals (Sforza, Medici and so on).

Edit: Also considering making the minigame more about Leonardo and Verrocchio (his master), this way you have to manage 2 artists. We'll see.
316  Feedback / DevLogs / Re: Painters Guild on: December 17, 2013, 02:41:36 PM
It is not true that homing-pigeons started in 1810. Perhaps officially used by the country's mail, but people used them way before that.

Thanks for the ideas.

I wrote a commented bibliography of Painters Guild. I'll post it here when the IndieDB article is authorized.
317  Feedback / DevLogs / Re: Painters Guild on: December 17, 2013, 11:57:51 AM
You could make it so that their paintings go up in value after their death. Early works, sketches, etc, all raise in value when the artist passes away. A grandiose funeral could have a chance of generating public interest in the artist's work, so that more buyers will come visit the studio. Basically, PR for the artist and the guild.

Good idea, thanks!

carrier-pigeon maybe? (I think it spelled like this in english ? Smiley)

Man, I know they use those in Assassins Creed 2, but I have no idea how historically accurate that is. I think it might be fun having pigeons fly in, though.
318  Feedback / DevLogs / Re: Painters Guild on: December 17, 2013, 07:25:44 AM
How about this: when an artist dies you can choose to spend little on a simple funeral or splurge money on a grand funeral.

I don't know what the consequences of either might be.
319  Feedback / DevLogs / Re: Painters Guild on: December 17, 2013, 06:42:30 AM
I wish there were mailboxes in the Renaissance. It would have been an easy way to let players get and accumulate messages. Instead, I guess I'll have someone come in and deliver the letters, which should be read immediatly (by clicking on a scroll sprite or just on the green "yes" button) or discarded (clicking on "X").

Messages will include important historical events such as the fall of Constantinople or the publication of The Prince.
320  Community / Competitions / Re: Ludum Dare 28 — December 13th-16th, mark your calendars! on: December 16, 2013, 01:52:50 PM
My LD game:

http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=18059

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