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1076091 Posts in 44162 Topics- by 36128 Members - Latest Member: relaxguy

December 30, 2014, 10:18:47 AM
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401  Feedback / Playtesting / Re: My awesome new website! on: May 24, 2011, 02:53:44 PM
This is neat and - also - I like it.
402  Feedback / Playtesting / Re: Dr. Precarious: Case of the Deadly Party on: May 24, 2011, 11:04:45 AM
Hey JarMustard, thanks for the feedback.

Yep, the Halos appear on everyone who is proven innocent by the clues only in Easy mode.
In Normal mode, they only appear on people you have directly accused.
Hard & Precarious mode do not keep track of anyone for you, so it's a real challenge.

I'll try to work in some ways to communicate this to the player, although I despise lengthy help screens and I feel ours is too verbose already Smiley

We are definitely going to work in more deaths, as well as a narrative to begin the game.

Thanks again for taking the time to play and giving such lengthy feedback, it really helps.
403  Feedback / Playtesting / Dr. Precarious: Case of the Deadly Party on: May 23, 2011, 05:06:10 PM
First things first, PLAY HERE:

http://www.kongregate.com/games/jotapeh/dr-precarious-case-of-the-deadly-party


Second: This is a Murder Mystery type of game. You play as Dr. Precarious and attempt to determine which of the people attending your lovely party is a murderer. Inspect the patrons, assess them to your liking, and then make an accusation of one of them. Every guess you make incorrectly will result in the horrific death of a partygoer.

Feedback is appreciated (that's why this is here!) In particular:

- Do you feel like we missed anything obvious/simple (in design, presentation, gameplay?)
- Do you enjoy the core mechanic? Is the game fun?
- Do you feel it is too difficult even on the easiest setting? Do you feel the Precarious difficulty is difficult enough or too easy?

Cheers everyone, looking forward to replies Smiley
404  Community / Jams & Events / Re: TOJam 2011: May 13-15 on: May 18, 2011, 03:41:33 AM
what was your game droqen?
405  Developer / Tutorials / Re: I'm going on a long path to learn programming on: May 17, 2011, 08:21:42 AM
Definitely not Mario, anyway. I started with Tetris and it wasn't too bad. You're basically dealing with a 2D array of booleans and shifting things around every second or so. If you need you can even implement Tetris as a turn based game, where you have to press 'down' to make the block fall. That might simplify it Wink
406  Community / Jams & Events / Re: TOJam 2011: May 13-15 on: May 16, 2011, 05:00:30 PM
Cool, didn't get a chance to play yours. I did however play The Monster King's game which was pretty fun.
407  Developer / Workshop / Re: Sprite a Day to Improve my Skills on: May 16, 2011, 07:35:47 AM
it's not so bad, though it struck me a monochrome planet rather than the moon due to the contrast.
408  Developer / Art / Re: Photography on: May 16, 2011, 07:31:53 AM
A Picture taken through my crappy telescope


Awesome how'd you manage that?
409  Community / Jams & Events / Re: TOJam 2011: May 13-15 on: May 14, 2011, 07:54:53 PM
It's weird when you read a comment like ^ and you know you're in the same room but you have no idea what that other person looks like so it's pretty much moot
410  Community / Jams & Events / Re: TOJam 2011: May 13-15 on: May 13, 2011, 07:51:49 AM
See you folks later today.. I'll be rushing over after work. You'll recognize me as the guy wearing a button up shirt for no good reason. Also, a motorcycle helmet.
411  Developer / Art / Re: Art on: May 11, 2011, 04:07:14 AM
Fuckin' wallpaper'd
412  Developer / Art / Re: Photography on: May 10, 2011, 09:25:37 AM
Some kinda meh photos.





Taken with iPhone 4, Camera+ app.
413  Developer / Technical / Re: The grumpy old programmer room on: May 10, 2011, 07:44:25 AM
Sometimes the best way to learn someone's code is to delete it and write your own. Lips Sealed
414  Player / Games / Re: ilomilo on: May 09, 2011, 12:53:50 PM
Yeah it's okay. I played it a bit when they had their 'secret' demo going around the net.

It's very cute and certainly decent time waster with a friend.
415  Feedback / Playtesting / Re: Soul Brother [RELEASED!] on: May 08, 2011, 04:35:56 PM
You had my girlfriend hooked for hours on this game, then she hit a nasty bug where she was stuck in an infinite loop of death.
416  Developer / Technical / Re: Passing Data Between States on: May 06, 2011, 11:50:38 AM
Thanks all for the suggestions. I'm not sure I entirely yours, Triplefox, but it sounds very interesting (although it would require a significant rewrite of my existing game.)

Anyway, I was under time pressure so I went with a fairly simple system:

1. I set up a Transition in the first state, which attaches a screenshot of the state.
2. This is passed to a Singleton (let's call it TransitionManager for the sake of it) for storage.
2(b). The state terminates itself with a message noting which state should follow.
3. The next active state that knows about Transitions will pick up the last transition in the Singleton, attach itself and execute it.

This is really messy and isn't a permanent solution, but this game is very linear so it works. Once it's delivered and I have a little more downtime I'm going to look into a better way.
417  Feedback / Playtesting / Re: Steamlands [Nitrome Steampunk RTS] Released! on: May 06, 2011, 11:00:38 AM
I can't believe I missed the release of this. Loving it. So many fantastic details.
418  Developer / Technical / Passing Data Between States on: May 05, 2011, 09:43:18 AM
Hey all, I'm sure there is an established solution for this but I'm a bit torn between a few ideas.

Basically I have my game which implements a state machine. States don't know about the game they're in, all they know is that they are instantiated and they know when to end themselves and which state should follow them based on how they ended.

States are created and destroyed independently by the state machine and never overlap. One will be terminated prior to the next one beginning.

Now my problem is of course I want to pass persistent data between the states. I've always done this with a Singleton, which is fairly dirty and doesn't seem like a great idea in all cases. It makes sense for things that should persist throughout the game (eg., maybe the World, or the Player, or something.)

But now I'm writing a transition manager that can do stuff like blur, crossfade, slide. All I need is a bitmap of the last frame of the terminated state and the new state to do this. I want states to be able to call a transition, die, and then the next state to pick up the bitmap frame of the last state (or if it blurred out, eg., the blurred image of the last frame of the transition.)

So I could easily do this with a TransitionManager sort of Singleton, but then I thought I should look into alternatives. Maybe there is a clean way to do a transition on a state, store the bitmap and pass it along to the next state. If the next state didn't know about transitions it would ignore it. If it did it could use it. I want to make this as decoupled as possible, and preferably I'd like the main state machine to know nothing about transitions.

Sorry if that was longwinded.. Anyone have ideas on this?
419  Player / General / Re: Canadian elections! on: May 02, 2011, 07:40:35 PM
Well this is pretty rough.

It's going to be a very difficult four years.. I just don't understand how Canadians could possibly have voted in a man who literally broke every possible rule in the book. Sad
420  Developer / Art / Re: Art on: April 29, 2011, 04:01:25 PM
Hey guys! Working on a bunch of illustrations for me and inanimate's card game.

I gotta say Jared I like this a lot more than your earlier stuff. This really knocks my proverbial socks off.
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