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622
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Developer / Creative / Re: Today I created...
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on: November 30, 2010, 06:25:55 AM
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Thanks Ashkin. I think I like the second one the most. It's both fun and dangerous looking.
Agreed. You've got a fantastic little thing going on there in the second. Makes me wish I had not lost my bamboo stylus.
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623
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Player / General / Re: What is the purpose of living?
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on: November 29, 2010, 07:40:49 PM
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Reading the past few pages of this thread I am fairly sure that certain people are convinced the purpose of living is to be correct on the internet.
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624
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Developer / Technical / Re: Nonlinear Coding
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on: November 29, 2010, 07:31:24 PM
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In general I try to keep things organized. If you're working with a language that uses header files, definitely make all efforts possible to at least keep the functions appearing in the same order.
Xcode (possibly other compilers too) also supports this nifty #pragma mark feature. Check it.
Aside from that, group your functions within your classes if at all possible. eg., event handlers in one group, data manipulators in another etc..
And if your project gets really huge, it may be helpful to start (gasp) writing out hierarchies and such on paper or in another program.
My 2¢, YMMV, etc etc
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625
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Developer / Technical / Re: Handdrawn 2D collision
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on: November 29, 2010, 04:39:32 PM
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Layering collision boxes on top of art is a pretty simple thing to do. The editor would be much simpler than the game itself, actually! You would pretty much have it load in a level texture file (or, if you like, place several textures at various points in the level,) and then 'draw' your collision boxes on top of that. So pretty much if you can make a program that places pictures and then draws boxes (and stores where those boxes are,) you can make the editor. That said if you are worried about the collision code, I am not sure there's an easy out-of-the-box solution for you. Programming simple 2D Axis-Aligned Bounding Box collision code for a simple platformer is easy enough, you'll have troubles though when you start to get into sloped surfaces or curves. GameMaker might be your best bet. Perhaps some other kind TIGger will have more useful advice for you. Personally I would go the 'code it all myself' route but I am quite comfortable with code 
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626
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Developer / Design / Re: Drifting in racing games
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on: November 29, 2010, 04:26:20 PM
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Most games give at least some small amount of drift, but some take it to a whole new level. For an example of the extreme drifting, check out OutRun Online Arcade: http://www.youtube.com/watch?v=ou1fJ6CoRcII can't think of any examples of the opposite (100% 'sticky' steering,) but if memory serves the old "Test Drive" series for PlayStation was fairly sticky. In general I think players enjoy more drift than less.. if you ever had to fight for Yoshi in Super Mario Kart you know what I mean. It provides for a more gradual feedback and allows a gradation of error correction. Sticky steering is less forgiving. That said, I think OutRun Online Arcade takes it a *bit* too far.
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627
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Developer / Technical / Re: Anyone else do it like this?
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on: November 29, 2010, 04:14:21 PM
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for(int i = 0; i < numberOfThings; ++i) { // Stuff } To hell with your new-fangled iterators and STL garbage! REAL men do it with good old fashioned arrays, indexed with good old fashioned ints (signed ints, mind). Get off my lawn! *clicks the 'Like' button* 
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628
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Developer / Technical / Re: Which Keys Should I Assign?
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on: November 29, 2010, 04:03:29 PM
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Z jump X attack seems completely backwards to me, probably because in the NES era the A button (rightmost) was generally jump.
Yeah, I was thinking this the other day. But really, on the NES pad the 'arrow keys' were on the left. So the layout is flipped anyway. 
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630
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Developer / Technical / Re: Handdrawn 2D collision
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on: November 29, 2010, 03:57:30 PM
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You'll have to explain a bit more in detail what you mean and what tools you are using so we can help you more.  Do you just want boxes for collision layered behind a graphic in front? This is fairly easy to do, and could be done in something like GameMaker or Flash pretty easily..
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631
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Player / General / Re: I'm getting a Wii for Christmas
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on: November 29, 2010, 03:52:29 PM
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Nintendo would never fragment one of their main consoles with an upgrade, making it so you'd have to buy (essentially) an upgrade to play newer games. They learned from Sega that created the sega CD and Sega 32x genesis expansions -- which utterly and totally flopped.
Uh.. 64DD? But, but, when I google Wii HD...  Sigh. Oh well. Maybe I will get a regular Wii. I would just hate it if the HD version came out shortly after, what a right kerfuffle that would be.
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633
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Developer / Art / Re: 3D thread
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on: November 29, 2010, 02:17:22 PM
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Nice. Friggin love the concept art. 3D model looks like it needs a bit more work to get there, mostly in the face/cheeks/nose.
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634
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Developer / Art / Re: Art
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on: November 29, 2010, 02:15:43 PM
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I love kinnas' super-poofy formal-jacket style. It is flippin awesome and makes me want to solve a mystery.
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636
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Developer / Art / Re: show us some of your pixel work
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on: November 29, 2010, 08:22:49 AM
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I'm no expert, but I do recall someone saying shadows don't multiply unless you have multiple light sources (edit: found it.) So that little area under the cuff needs to just be one shade or a smooth transition from one to the other IMO Also, the cuff strikes me as a bit odd, more like a tear in the fabric than a real rounded off cuff. I'm not really sure how to fix all of it though.. I do feel that with such large images you could spare a few more shades perhaps? That might help a bit. It just feels very "paper cut-out" right now and I believe that the palette is partly to blame.
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639
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Developer / Art / Re: Gesture drawings anyone?
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on: November 28, 2010, 11:10:39 AM
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Welp, one week of gesture drawing later, here is today's most recent effort at 30 seconds per pose:  One thing I really tried to focus on was fewer 'sketchy' lines, and I think I did that pretty well. That said I'm still having trouble completing the whole pose in time, especially the odd angled ones. That said I really feel like I know a LOT more about proportion and the general 'flow' of the human body already, though I have a long ways to go of course  Posemaniacs is really useful, but the lack of body types and the often bizarre angles kinda sucks. There's also this site: http://www.pixelovely.com/tools/gesture.htmlJust be aware that it uses nude photos, and so is not safe for work unless you turn those off. Thanks a lot for that, Squiggly_P. I actually tried this site out a few times during the week and I quite enjoy it, although it is less SFW than posemaniacs. Animal poses are wicked too though. 
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640
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Feedback / DevLogs / Re: Frogatto. And Friends.
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on: November 26, 2010, 09:56:31 PM
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I really don't feel a whole whack of new abilities would be necessary.
IMO you just need to make Frogatto's current abilities more enjoyable to use. He has a LOT of neat little abilities, most of which are mostly useless and/or difficult to control. Even his tongue is not very fun to use.
For example I would try to think of some way to allow the player to hit things on an angle with his tongue. I know you are somewhat following Kirby's example here, and I'd like to point out that Kirby is fun to control because his movement is super tight. He is agile. And his main ability of sucking things in, analogous to Frogatto's tongue, is done in a 'cone' area of effect in front of him. So things on a tiny slope in front of you are not impervious to attack.
Similarly it's quite frustrating to use the hyper-crystal shoot ability. Ignoring the fact that it 'locks' out the tongue and so you can't pick up any items, it has the same limitations as the tongue in terms of directional weakness. Frogatto really has very little ability to deal with enemies that are directly in front of him but a few pixels lower than him, which feels wrong to me.
Repetitiveness is definitely an issue but again, if you're looking to the Kirby analogue, a lot of enemies got recycled heavily in that game. I feel like the effort could really make a much more positive impact focusing on the Frogatto control scheme.
Other little abilities of Frogatto's that I love but which seem to get limited/no use in the game:
- When you duck and 'somersault'. Is there a purpose to this? I love the animation.. but maybe he could slink along the ground to get through small openings? (a la DKC) - His 'twirl' attack. Seems handy to do damage to the occasional enemy which is impervious to normal jumps but also feels superfluous 90% of the time
Improving these to their full potential would make a world of difference.
Standard my 2¢ disclaimer, etc.
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