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421
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Developer / Technical / Re: Making a Simple Collision-Tree
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on: June 23, 2009, 10:56:19 PM
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What does your movement/collision routine look like? I'm surprised the pushed rectangle at least is not moving smoothly in the same direction as the pushing rectangle. In any case you may need to create a specific routine for things being pushed or things fixed to something else in general (like something moving on a moving platform...)
As far as collision-trees I'm not sure what you mean exactly, as I don't think space-partioning trees are what you're looking for here?
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422
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Developer / Business / Re: What does your physical workspace look like?
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on: June 16, 2009, 04:13:02 PM
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This is my setup. I like it simple and clean  but since a few weeks ago, i can't work(sit) there for more than an hour straight. That really is poison for my little project i want to code. I just doent feel to sit infront of the monitor anymore. Mostly I end up in my bed doing nothing. Thought of redisign my workplace somehow - every suggestion is welcome  (or i just need a looooo~ng vacation). you say you like simple and clean Freezy, but I wonder if the desk is not too clean. I think some things on a desk are good to distract the mind occasionally...so it doesn't get into a rut or get bored. of course vacations are always necessary  and I may be biased:  Moved house last weekend...for some reason I like to put desks in closets.
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423
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Developer / Design / Re: A Sub Exploration Game
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on: June 16, 2009, 03:57:17 PM
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this sounds great, in fact I've wanted to play something like this so much that I've tried to make one, though it is a little beyond my abilities at the moment. For controls, though, I suggest taking a page from the way contemporary submarines operate...the up and down arrows could control ballast (basically flooding the ballast tanks, or pumping out the ballast tanks) to sink or rise. Then the motor controls the propeller with left and right arrow keys...maybe for turning you could have a turn animation instead of a quick flip of the sub sprite as well, I think that'd look nice.
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424
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Developer / Technical / Re: Game Dev laptop? Macbook?
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on: June 13, 2009, 02:44:34 PM
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I'm guessing dspencer has tried out a MBP and knows if it feels good, but personally when I tried one I didn't really like it. The keyboard was a big turn off. It was such a change from a thinkpad feel (not to mention the trackpoint versus touchpad). Has anyone had a similar experience but grew to like the keyboard + touchpad?
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426
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Community / Townhall / Re: The Obligatory Introduce Yourself Thread
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on: June 12, 2009, 07:56:01 AM
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welcome everyone to TIGS!  Alan, you may get distracted but you seem very productive! I think that bodes well for the future to be honest. Also, your ClockSpider game looks interesting, but weirdly the arrow keys didn't work to move?
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427
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Player / General / Re: edge of twilight
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on: June 11, 2009, 02:13:34 PM
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it's an Australian studio I noticed. Australians tend to have an interesting spin on the fantasy genre in my experience. It even reminds me a little of the Monster Blood Tattoo books.
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428
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Developer / Creative / Re: Rate My Unrealistic Dream Project
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on: June 11, 2009, 06:59:56 AM
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Just off the top of my head, maybe look at metaplace as a platform? It's isometric 2D only at the moment I think, but maybe close enough to what you're going for, and designed to be more usable by designer types I believe.
As for pulling it off, I would say start doing it all yourself.
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434
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Developer / Audio / Re: Some music
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on: May 29, 2009, 07:52:53 PM
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hey I just checked this out for the first time. Ravinale is ridiculous!  Do you use a keyboard for any of this or is it all in a tracker?
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435
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Developer / Business / Re: Opening up a physical indie shop...?
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on: May 28, 2009, 06:39:30 AM
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for instance, because indie games are usually unrated by the esrb, you may even have to *pay* to get a game rated with the esrb before you sell it in stores, legally. and considering that that costs around $5000 per game or so, that'd be pretty pricy.
isn't the esrb itself voluntary though? I'm not sure what states or local juridstictions have tacked on top of that, but if you're not worried about marketing to parents specifically you may not need esrb ratings.
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436
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Developer / Business / Re: your thoughts on Physical Media (I.E. actual disks)
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on: May 26, 2009, 05:25:22 PM
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I think this definitely would appeal to a niche audience, the same people in fact who normally would be willing to spend more money on something they like. This would be a sub-set of all the people who would buy your game. Some IF games (World's Fair for example) have done much of their selling on physical media as well (I think about 2,000 copies sold, again, to what you could describe as a niche audience). Personally I love the idea.
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438
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Feedback / Playtesting / Re: The Real Texas, screenshot + video
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on: May 25, 2009, 07:53:29 PM
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Well to be honest at first I was a little put off by the visuals, particularly the trees. Something about the way the leaves are rendered in the cube shape seemed kind of weird. And the bouncing lego man seemed like it could get old after a while. But when that deer frolicked across the scene I was completely sold! Very cute.  I think the concept is brilliant as well. Looking forward to more!
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439
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Developer / Design / idea neologisms
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on: May 25, 2009, 01:25:50 PM
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score yourself with Google hits. lower is better of course. scrollcery: the art of casting magic from scrolls. ( google 0  ) programancer: a programmer who casts spells written in code ( google 6)
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440
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Player / Games / Tomb of the Aztecs, beautiful textmode
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on: May 24, 2009, 07:58:16 PM
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Some of you may know about libtcod, the library behind some beautiful ascii roguelikes such as The Chronicles of Doryen, Umbrarum Regnum, and others. Well if beautiful ascii wasn't good enough, how about beautiful raytraced textmode 3D?  Iain C., aka coldcity, dropped this over at the libtcod forums, thought some of you guys might like a look.
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