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1381
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Developer / Technical / Re: Saving level data in a string... What am I doing wrong?
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on: January 09, 2010, 12:10:39 PM
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I haven't ever used GML, but my guess is based on the behaviour that string_insert is supposed to return a brand new string, and not modify a string in place.
 That's it! I knew it would be something obvious like that. i've made that mistake so many time you wouldn't believe. number=random(5); round(number); WHY IS IT STILL A DECIMAL?? lol this got me for hours.
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1382
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Community / Townhall / Re: FlashPunk
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on: January 09, 2010, 09:04:14 AM
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i tend to prefer 'core' documentation over tutorials actually, in game maker as well -- the game maker tutorials were useless compared to just reading through the help manual from the start to the end. and i don't mind if it's out of date, i'd just update it when new versions came out and print it again.
Yeah i found the help file a million times more useful than all the tutorials i found for game maker. it was just a case of searching for whatever i wanted. Plus, reading the help file, you can find something by accident and spark some ideas. print outs is a good idea actually it would make it easier to refer to.
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1384
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Community / Assemblee: Part 2 / Re: Bitworld
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on: January 09, 2010, 07:13:47 AM
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The archer looks really boring and underdeveloped. If it's still in the state it was in the video, I think it would be better to just remove it from the game (especially as you don't have much time left).
what do you mean? the arrow physics look really fun, i'd love to play as him!
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1387
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Community / Townhall / Re: FlashPunk
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on: January 08, 2010, 11:53:02 AM
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yay. i'll see what I can hack through with what i got so far first for the time being  i'm really excited about this 
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1389
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Developer / Indie Brawl / Re: Indie Brawl: Items
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on: January 08, 2010, 10:09:14 AM
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Well for one. Does this game really make any sense?
For two. It was just an idea.
Three, if you want sense to be involved. Secretly when the box bursts. A microscopic transmitter falls out. This transmitter instantly sends a message to the starship enterprise who within miliseconds beam down one of the characters the tigbox may hold.
I'm ignoring this post since there were too many full stops in incorrect places.
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1390
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Community / Townhall / Re: FlashPunk
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on: January 08, 2010, 10:06:47 AM
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I've been working with FP for the past few days and it is totally sweet. It's structured very similarly to Game Maker, which is great, because GM gets lots of things right conceptually. TRY IT, MAN WHAT ARE YOU WAITING FOR?  i read your signature as part of your post and said amen EDIT; Can you make the documentation downloadable? My main computer isn't my internet computer, so I can't read up on stuff on the internet while I'm working.
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1391
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Community / Townhall / Re: FlashPunk
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on: January 08, 2010, 03:51:11 AM
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I am very eager to check this out! It looks like this works more like Game Maker does than Flixel, which is good since I had trouble learning Flixel at first, because of how differently the two work. I've wanted to learn more than GML before and this looks like a nother great oppurtunity  with me luck
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1392
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Player / Games / Re: On indie games
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on: January 08, 2010, 03:30:55 AM
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But there is a distinction between games that are telling a story, and games that have a story.
For instance, in Puzzle Quest, The game mechanics don't change, and all the difficulty increments were planned regardless of the story. The story is there to add polish to the game and to (somewhat feebly) involve the player in the game. In a game like Final Fantasy, The core game mechanic progresses because of the story. The story is actively changing the game, not the other way round. In FF9, after garnet loses all her summons, she eventually meets up with Ramun, and after a little puzzle, she gains him as a summon. That puzzle was based purely on story, if it was taken out of context and released as a game in itself, it wouldn't do too well. (though maybe if it was classed as an art game it might have done) Game that have the story effecting the gameplay involve the player an incredible amount more, and a well writeen and gripping story will always provide interesting twists in gameplay.
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1393
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Feedback / Playtesting / Re: No. Traditional Puzzle Game
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on: January 06, 2010, 08:09:51 AM
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Or Descarte Enigma (I think Picross handles it badly). Yeah, it's a fun little logic game.
For your version, I'd suggest a way to click and drag, plus a way to mark boxes as negative. You have empty/positive/negative. Nice music, though.
yeah i did implement that feature but i realized i hadn't coded the win condition to recognize it, but it was already 5am so i just packaged it up and released it  and thanks  musics my thing
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1394
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Player / Games / Re: On indie games
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on: January 05, 2010, 09:54:11 AM
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i can't believe you actually thought that was worth re-posting (rather than deleting)
1) it got 3 pages of discussion and 2) i love reading the discussion that comes out of these discussions what do define as a "true indie" I guess its the difference between the strict definition of indie (what you said) and the 'indie spirit'. Just saying something is indie nowadays can mean so much, with games like Trine being sold pretty much as commercial games, but being classed as indie because the team is so small. Yes, part of the indie spirit (which, i might add, is mostly subjective) IS having one or two people make everything, but that rules out Introversion, who are still pretty indie in a few ways. But then you could argue its the way the people act, which will include introversion (those wacky guys  ) but that excludes other indie devs. @paul eres- good point about the articles i may have to write some.
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1395
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Developer / Indie Brawl / Re: Indie Brawl: Stage Design
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on: January 04, 2010, 03:23:32 PM
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the physics would be the biggest problem. and unfortunately thats the main point of crayon physic. if soulliard's got the physics down then there are any number of great stage idea that could be done.
your's sounds pretty good though
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1396
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Player / Games / On indie games
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on: January 04, 2010, 03:16:20 PM
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i did a rant in the mancrib nowhere about indie games and thought it quite profound so here it is for all your indie game discussion! now, onto indie games (since i'm here). god fucking dammit this scene has grown. unfortunately its grown much too big, and its edging unfortunately close to the problems of mainstream gaming; since there are a ridiculous amount of games being made by the lowest form of internet society, people try to avoid them. and the easiest way to recognise one is by terrible graphics. but while the scene grows, the threshold for graphics gets higher, and with this people are getting too vain about games. can you see death worm getting as famous as it was if it was released now? yes, there is still the fact that being well known around forums will get your game played, but this is becoming the only thing that is distinguishing the indie scene from the mainstream scene. and unfortunately i cannot see a new underground scene with only TRUE indies. it can only happen once. but on the optimistic side maybe all the big indie devs will evaporate into a purgatory cloud waiting to be scooped into mainstream but too big a fish for traditional indie forum hanging.
sigh.
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1399
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Developer / Indie Brawl / Re: Indie Brawl: Support Characters
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on: January 04, 2010, 02:40:14 PM
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uh, the hammer 3d-ness it off, its tilted away from camera when he holds it, and once it hits, its still facing away from camera.
but man the animation is sweet as. what program are you using, btw?
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1400
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Developer / TIGCast / Re: TIGcast Music!
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on: January 04, 2010, 02:37:31 PM
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you realise when i wrote my piece i made it because I thought it needed a theme tune, for like every episode? 
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