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877910 Posts in 32895 Topics- by 24321 Members - Latest Member: videogamer1224

May 20, 2013, 05:41:01 PM
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1  Developer / DevLogs / Re: ENYO - Arcade 2D on: April 10, 2013, 01:31:40 PM
I would like to hear some more opinions first though - So speak up interwebs! - thanks!

[edit] I think my website just crashed =D

I saw this thread earlier before your website died - really liked the look of the screenshots and you had my interest, but that interest evaporated as soon as I'd scrolled down to your "Cover Art" graphic.

There's a lot of games out there that I've not played yet... more games than I've got time to play... so is there any reason why I should risk wasting my time finding out if your game design decisions are as bad as your character design decisions?
2  Developer / Audio / Re: Atari, C64, NES, SNES etc Audio Limitations? on: March 26, 2013, 01:18:38 PM
For NES audio limitations spending some time checking out FamiTracker will give you a good understanding of the NES's 2A03 sound chip's capaibilties.
3  Developer / Audio / Re: I'm a Musician but a Newb Coder using Game Maker. Need Help! on: March 09, 2013, 04:04:42 AM
Make sure your .WAV files are 16-bit and not 32-bit audio. Also ensure that you're saving them as uncompressed PCM and not compressed ACM format.
4  Developer / Feedback / Re: Monsters! Dual Stick Arena Shooter on: February 18, 2013, 09:26:39 PM
I checked it out.

Firstly, the download is a bit big. 260MB which unzips to over half a gigabyte! WTF This is ridiculous for a game like this (unless there's a huge amount of content later in the game which I didn't see). Is the music uncompressed .wav?

Controls don't work properly with my 360 controller - left stick movement is OK, but moving the right stick left and right shoots up and down respectively and I can't shoot left or right.

As for the gameplay - it feels pretty solid and I can see the potential, but in its current form I got bored pretty quickly. The monsters drift around randomly so it's easy to just strafe at the sides of the screen and mop up some hearts every now and then. Without any kind of homing behaviour or basic AI it doesn't feel like there's much in the way of challenge.

Staying alive by refilling the energy is a really nice idea - but the UI should communicate my current energy level more clearly, like with a big bar along the top or bottom of the screen, or use a bigger font to display the value and change the text colour through yellow/orange/red as it decreases.

Graphics for the player, monsters and items are all great, but the background could do with a little bit of colour and variation.
5  Developer / Business / Re: How do I market a consulting service? on: February 10, 2013, 12:05:01 PM
If you want to consult about designing games - you should have a few good examples under your belt.

Yeah - 200€ up-front for a day of emailing an anonymous person, who doesn't appear to have actually made any games, about "Hardcore Game Design" isn't a very compelling offer.
6  Developer / Audio / Free NES percussion/effects samples on: February 08, 2013, 08:17:25 PM
Here's a bundle of 256 short Famicom 2A03 samples I made when I was producing the sound effects for Chompston:

http://www.contralogic.com/256-nes-samples/

They might be useful if you need some 8-bit sound effects for a game or if you're making chiptune-style beats etc.
7  Developer / Finished / Re: Chompston - A procedural musical Pac-Man/Bomberman mashup on: January 30, 2013, 12:58:44 PM
OK, I've updated the download with a couple of adjustments which might go some way to fixing the audio problems.

Also I've exposed a couple of parameters in the settings.ini file which you can try tweaking:

AudioOutputBufferSize - I increased the default from 50ms to 64ms. Bigger sizes will hopefully fix most issues with stuttering sound, but at the expense of a bigger delay between onscreen events and the corresponding sound effects.

AudioUpdatePeriod - Controls the frequency of how often my sound mixing function is called by the BASS audio library. I'm not really sure what the optimum default value should be... so if anyone who is having audio problems could experiment a bit with this value while leaving the ouput buffer at the default 64ms let me know if it fixes things.
8  Developer / Finished / Re: Chompston - A procedural musical Pac-Man/Bomberman mashup on: January 29, 2013, 08:43:41 PM
Hm... what's your OS and system specs? I'm wondering if this is common and it's just not being reported to me.
9  Developer / Finished / Re: Chompston - A procedural musical Pac-Man/Bomberman mashup on: January 23, 2013, 09:55:40 AM
Uploaded a video to YouTube : Chompston gameplay
10  Developer / Finished / Re: Chompston - A procedural musical Pac-Man/Bomberman mashup on: January 22, 2013, 06:47:34 PM
Thanks for checking it out!

As for the early levels - yeah, I wanted the levels to progress from simple to more complex, but the generator can sometimes produce a layout that's a bit unfair.

Actually it's more of a challenge balancing the difficulty than I'd anticipated - I tried giving the monsters pretty good homing AI but it seemed to make the game quite a bit less fun.
11  Developer / Finished / Re: Chompston - A procedural musical Pac-Man/Bomberman mashup on: January 22, 2013, 05:51:47 PM
OK, It's done for now - link is in the first post.

There's still only one tune at the moment - maybe I'll add more in the future but I feel like working on other stuffs for a while first. Also I added a toggle in the options to disable music so you can play with just basic sound effects.
12  Player / Games / Developers : Volume control in your games please! on: January 10, 2013, 10:35:39 AM
Am I the only person frustrated by games without any volume control option?

Still using XP - so no volume control per application like in Windows 7 - and I like to play games whilst chatting on Skype. Lots of indie games where this isn't viable because the game sound drowns out Skype Sad
13  Developer / Finished / Re: Procedural Musical Pac-Man/Bomberman Mashup on: January 07, 2013, 07:11:26 PM
A name! and a title screen of sorts:



Not great, but it'll suffice.

Still a couple of little bugs to fix but mainly I just need to make some more music. Not sure whether to keep everything chiptune sounding or not?
14  Developer / Technical / Re: The grumpy old programmer room on: January 03, 2013, 05:06:01 PM
Thanks, guys - that's cleared up my confusion a lot!  Coffee
15  Developer / Audio / Re: YM2612 VST - Make Genesis/Mega Drive Tunes! on: January 03, 2013, 03:43:41 PM
This is awesome! I've always used Shiru's VGM Music Maker tracker when I wanted authentic Mega Drive sounds - but it's really nice to have this as VST.

Is there any chance of a 2x option for the interface, though? It's a bit small on my 1920x1200 display.

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