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1075982 Posts in 44155 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 09:31:40 PM
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361  Player / Games / Re: TIGS plays muds (a long love letter to muds) on: August 07, 2009, 06:23:16 PM
Speaking of a map...

I felt like reviving this thread to add an update on Archons of Avenshar, because, basically, the solo developer on this mud has been kicking some serious a*# lately. He's redesigned the game and much of the UI into a top-down/text mud hybrid. It's the best looking one I've ever seen.



362  Player / General / Re: Shaving Rituals on: August 05, 2009, 09:31:36 PM
I'd like to hear more from people using straight razors. Mainly interested in:  will I die if I use one.
363  Developer / Business / Re: Adopt an Indie on: August 05, 2009, 07:30:50 PM
what if this site also dealt in a virtual currency of exchange among developers, much like barter brokers keep track of businesses that barter services? For example a designer could hire an artist through the site. The site would pay the artist in virtual currency, drawing from virtual currency the designer had in their 'pending' account. The designer gets this virtual currency through investment by players. The virtual currency becomes convertible to real money when the game reaches release milestones. Revenue sharing would still work in the way the OP described, but this way a usable currency is created and circulated among the site's developer community.
364  Player / General / Re: gwabs on: August 02, 2009, 05:27:40 PM
Digging a little more and it seems like this has been around for a while, but maybe never released?
365  Player / General / gwabs on: August 02, 2009, 05:08:37 PM
OK...can someone please explain what is going on here??
366  Player / General / Re: The Room on: July 31, 2009, 11:38:33 PM
Quote
Without any studio support, Wiseau amassed and spent over $6 million on production and marketing for the film.

there's a lesson there somewhere.
367  Feedback / DevLogs / Re: Dead Planet on: July 31, 2009, 10:18:11 AM
sounds cool. I think the link to your .ogg is broken though?
368  Feedback / DevLogs / Re: LxEdit on: July 29, 2009, 12:27:25 AM
I'd like to hear your thoughts on Qt at some point too Triplefox if you're up for it.
369  Community / Townhall / Re: Fig. 8 Trailer on: July 27, 2009, 05:26:40 PM
multiplayer.

who doesn't like to ride bikes with their girl(boy)friend.
370  Developer / Technical / Re: 'flickering' surfaces on: July 24, 2009, 11:03:50 AM
Also, it's true that you aren't really supposed to remove elements in a list while looping through them.

hey, I just tried nihilocrat's method. Flickering seems to be gone.  Hand Thumbs Up Left Hand Thumbs Up Right
371  Developer / Technical / Re: 'flickering' surfaces on: July 24, 2009, 08:04:28 AM
Yeah, I messed around with your example for a little while but I couldn't track down the flashing problem either. Maybe try the same code but with a different library? Perhaps it's a Pygame problem.
372  Feedback / DevLogs / Re: Spads and Fokkers on: July 24, 2009, 08:02:11 AM
The biggest problem is connecting which two keys control which aircraft. Once they zig-zag in the fray of battle you loose it. I'm planning to address that problem using insignia on the aircraft wings.

First of all great idea, and I loved the short story as well.

I think the issue quoted above is going to be big. I wonder if you couldn't have a 'focus' that also switches from aircraft to aircraft depending on which one you're controlling. The other aircraft not currently controlled would become less 'in focus' overall but their control signature would become more prominent.

373  Developer / Technical / Re: Holding Animation-Data in a Python-File on: July 23, 2009, 07:30:29 PM
sorry, I'm a little confused...by animation-data do you mean the frame image, like 'jump6' is the 6th frame of the jump animation? Do you have a case where the animation must proceed without that frame included in the animation?
374  Feedback / DevLogs / Re: LxEdit on: July 23, 2009, 04:55:19 PM
the interface is looking really clean, nice job.
375  Developer / Technical / Re: Holding Animation-Data in a Python-File on: July 23, 2009, 04:53:54 PM
My problem is that I don't know how to delete modules that hold sprite-data, when I don't need the data.

Though I'm curious why you need to delete the modules at all, what about importing a list and then just removing() from the list?
376  Developer / Audio / Re: LMMS: A free cross-platform alternative to FL Studio! on: July 22, 2009, 07:13:48 AM
cool link Mir@k, thanks!
377  Developer / Technical / Re: Too Many Dirty Rectangles on: July 20, 2009, 06:14:19 PM
Does Pygame have anything equivalent to a batch or group where you can draw all the sprites in one call? Or is that just OpenGL (and pyglet I might add Wink )
378  Player / General / Re: What are you reading? on: July 19, 2009, 09:09:25 PM
I'll put a vote in for Tigana as one of the best fantasy novels ever. The author has done some great work. Check out Lions of Al-Rassan too.
379  Feedback / DevLogs / Re: Phantasmal on: July 18, 2009, 01:09:20 PM
this is looking really promising, it's like a combination of indie comics and Aeon Flux.
380  Feedback / DevLogs / Re: LxEdit on: July 17, 2009, 06:58:30 PM
  • Everything in JSON format with a naive, easy-to-parse, human-readable structure(Presumably, it can be compiled down for size/speed by the game's pipeline.)

I can't describe how happy I was to read JSON and not XML. this looks really promising.  Smiley
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